We aim to keep an up-to-date selective bibliography, with links to online resources and in the SSSMG Repository. SSSMG members can submit entries as well as 'claim' anything they have authored themselves by completing this form.
The bibliography has also migrated to Zotero, where the most up-to-date version can be found. The version on this page was last updated in July 2024.
You can filter using the 'search' field (separate your terms with spaces) and sort by any column by clicking it. (For instance, for all entries published in 2011 with the keyword "dynamic", try searching "2011 dynamic".) We are using the RILM classification system for document types (Media).
Authors | Unit Title | Source | Year | Media | External Link | Keywords | |
---|---|---|---|---|---|---|---|
Aallouche, Khalid; Albeiriss, Homam; Zarghoune, Redouane; Arrasvuori, Juha; Eronen, Antti; Holm, Jukka | Implementation and evaluation of a background music reactive game. | Proceedings of the 4th Australasian Conference on Interactive Entertainment Melbourne, Australia | 2007 | AS | empirical; technology; game design; Briquolo; experimental; reactive games | ||
Aav, Sebastian | Adaptive Music System for DirectSound | Linköping University | 2005 | D, Master's | dynamic music; middleware; DirectMusic; tools | ||
Abraham, Ben | Halo and Music | Halo and Philosophy: Intellect Evolved Edited by Cuddy, Luke, Open Court 61-70 | 2011 | AC | interactivity; Halo; soundscape; FOS; Martin O'Donnell; sound effects | ||
Ahlers, Michael | Musik in Videospielen: Zwischen 8-Bit-Ästhetik und adaptivem Klanggeschehen | Musikforum, 7 41-44 | 2009 | AP | http://fox.leuphana.de/portal/de/publications/musik-in-videospielen(89a27083-481c-4323-8fbb-2094f97a51ca)/export.html | adaptive music; 8-bit; history; techonlogy | |
Aksoy, Can | Remembering the Rules: Immersive Nostalgia in Final fantasy Leitmotifs | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 85-106 | 2022 | AC | Nobuo Uematsu; motif; Final Fantasy VII; Final Fantasy XV; Sega Classics; transformation | ||
Alam, Nowshin Fazia; Paliyawan, Pujana; Thawonmas, R. | Towards Musical Game Therapy: A Survey on Music Therapy and Games for Health Promotion | IICST | 2020 | AS | serious games; music therapy; mental health | ||
Albert, Iannis; Burkard, Nicole; Queck, Dirk; Herrlich, Marc | The Effect of Auditory-Motor Synchronization in Exergames on the Example of the VR Rhythm Game BeatSaber | Proceedings of the ACM on Human-Computer Interaction, 6 | 2022 | AP | https://dl.acm.org/doi/10.1145/3549516 | HCI; synchronization; entrainment; rhythm games; virtual reality; VR; Beat Saber; body; exercise; auditory-motor synchronization; exergames; movement; pulse | |
Aljanaki, Anna; Wiering, Frans; Veltkamp, Remco C. | Studying emotion induced by music through a crowdsourcing game | Information Processing & Management, 52 115-128 | 2016 | AP | https://www.sciencedirect.com/science/article/pii/S0306457315000424 | emotion; serious games; crowdsourcing; Geneva Emotional Music Scale; Music Emotion Recognition; music information retrieval | |
Almirall Nieves, Andres Jose | "It's More than a Game, It's an Experience": Eudaimonic Storytelling in the Music of Art Games | The Florida State University | 2021 | D, Master's | https://www.proquest.com/docview/2546664484/ | art games; ethos; eudaimonia; Journey; narrative; Shadow of the Colossus; storytelling; Undertale | |
Alvarez-Molina, Katya A.; Jöllenbeck, Aaron; Malaka, Rainer | Listen and Play: Auditory-Motor Interaction in a Bard’s Tale Video Game | Immersive Learning Research Network Edited by Beck, Dennis; Allison, Colin; Morgado, Leonel; Pirker, Johanna; Peña-Rios, Anasol; Ogle, Todd; Richter, Jonathon; Gütl, Christian, Cham Springer International Publishing 198-210 | 2018 | AC | http://link.springer.com/10.1007/978-3-319-93596-6_14 | learning; mechanics; pedagogy; pitch recognition | |
Alves, Valter; Roque, Licínio | Guidelines for Sound Design in Computer Games | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 362-383 | 2001 | AC | https://www.igi-global.com/gateway/chapter/www.igi-global.com/gateway/chapter/46800 | emotion; entrainment; Sound design; acoustic ecology; soundscape; context; enrichment; experience; intentional sound design; multi-disciplinary; resonance; sound layers | |
Anatone, Richard | Introduction | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 45200 | 2022 | AC | Nobuo Uematsu; canon; legacy; nostalgia | ||
Anatone, Richard | Thus Spake Uematsu: Satirical Parody in the Opening Sequence to Final Fantasy VI | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 99-129 | 2022 | AC | FFVI; Kefka; Emperor Gestahl; motif; motive; Nietzsche; Omen; parody; satire; Strauss; Thus Spake Zarathustra | ||
Anatone, Richard | Leitmotivic Strategies in Nobuo Uematsu’s Final Fantasy Soundtracks | Music Theory Spectrum, mtad009 | 2023 | AP | https://doi.org/10.1093/mts/mtad009 | narration; Final Fantasy; Nobuo Uematsu; motif; leitmotif; semiotics; themes; leitmotive; motivic development | |
Anatone, Richard | Kishōtenketsu as Leitmotif: Storytelling and Musical Meaning in the Main Theme to Final Fantasy VII | Journal of Sound and Music in Games, 4 15-53 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.15 | Nobuo Uematsu; Character themes; Tarnhelm; Neo-Riemannian theory; Motivic analysis | |
Anatone, Richard; Mc Glynn, James Denis; Powell, Andrew S. | Introduction: Final Fantasy VII’s Musical Legacy | Journal of Sound and Music in Games, 4 1-14 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.1 | audience; Nobuo Uematsu; transmediality; reception; history; remakes; PlayStation | |
Anatone, Richard; Mc Glynn, James Denis; Powell, Andrew S.; Moukala, Alex; McGroove, Smooth; Schala, Purple | Roundtable with Arrangers and Performers of the Music of Final Fantasy VII (1997) | Journal of Sound and Music in Games, 4 154-167 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.154 | fandom; covers; adaptation; style; orchestration; classical music; YouTube; arrangements; video | |
Anatone, Richard; Mc Glynn, James Denis; Powell, Andrew S.; Roget, Wilbert; Gallagher, M.J.; Holleman, Pat | Roundtable with Wilbert Roget, M.J. Gallagher, and Pat Holleman | Journal of Sound and Music in Games, 4 139-153 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.139 | Nobuo Uematsu; FFVII; leitmotif; Final Fantasy VII; main theme; Compilation of Final Fantasy VII; Crisis Core; Mortal Kombat; FF7; Remake | |
Andersson, Anders-Petter; Cappelen, Birgitta | Musical Interaction for Health Improvement | The Oxford Handbook of Interactive Audio | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-015 | sound design; musicking; co-creation; disability; empowerment; health; interaction design; music therapy; tangible interaction | |
Andrew, Lydia | Foreword: The Collaborative Art of Game Music | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press xxxiii-xxxvi | 2021 | AC | audio director; Assassin's Creed; Aulos; Austin Wintory; Greece; Greek; Odyssey; Syndicate; The Flight; Tripod | ||
Anon. | Editorial Comment: Kill the Orchestra: On Music, Mods, and Immersion in The Elder Scrolls on the Nexus Mods Platform | Journal of Sound and Music in Games, 2 58 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.4.58 | ||
Applegate, Matthew | Redesigning the familiar: How effective are directional control pads in developing musicianship in 8- to 12-year-old children? | Music, Technology, and Education: Critical Perspectives Edited by King, Andrew; Himonides, Evangelos, London Routledge 105-21 | 2016 | AC | https://www.taylorfrancis.com/chapters/edit/10.4324/9781315596945-17/redesigning-familiar-effective-directional-control-pads-developing-musicianship-8-12-year-old-children-matthew-applegate | education; interaction; controllers; Gamepad; music teaching; Nintendo DS | |
Applegate, Matthew C. | Cultural perceptions, ownership and interaction with re-purposed musical instruments | Journal of Music, Technology and Education, 3 93-106 | 2011 | AP | play; interaction; musical instruments; musicianship; ownership; perception; re-purposing; toy | ||
Arditi, David | Virtual Jam: A Critical Analysis of Virtual Music Game Environments | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | DAW; popular music; cultural studies; internet; political economy; Pro Tools | ||
Arditi, David | Synergy and Syncs: Record Labels, Video Games, and Unending Consumption | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.43 | capitalism; unending consumption; music recording industry; synchronization licenses; live-streaming; revenue generation | |
Arditi, David | Video Game Concerts: Unending Consumption on Video Game Platforms | Critical Sociology | 2024 | AP | https://doi.org/10.1177/08969205241229064 | capitalism; political economy; music industry; virtual concerts; streaming | |
Aristopoulos, Marios | Review of The Game Audio Strategy Guide: A Practical Course by Gina Zdanowicz and Spencer Bambrick (Routledge, 2020, 416 pp, $75.95) | Journal of Sound and Music in Games, 2 65-69 | 2021 | AP | https://online.ucpress.edu/jsmg/article/2/1/65/115920/Review-of-The-Game-Audio-Strategy-GuideA-Practical | composition; dynamic music; sound design; business; careers; Implementation | |
Armstrong, Stephen | Sounding the Grind: Musicospatial Stasis in JRPG Battle Themes | Journal of Sound and Music in Games, 2 1-21 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.2.1 | battle music; immersion; role-playing games; space; grinding | |
Arnold, Mathew | Inside the Loop: The Audio Functionality of Inside | The Computer Games Journal, 7 203-211 | 2018 | AP | https://doi.org/10.1007/s40869-018-0071-x | sound design; immersion; musical suture; spectromorphology | |
Arrasvuori, Juha | Playing and Making Music: Exploring the Similarities between Video Games and Music-Making Software | University of Tempere | 2006 | D, Doctoral | https://www.semanticscholar.org/paper/Playing-and-Making-Music%3A-Exploring-the-between-and-Arrasvuori/ee23f0b6d33e18703e974d48981ccc105a6351d9 | ludus; music games; paidia; 100% Star; Amplitude; Beatmania; eJay Clubworld; Fluid; Get on da Mic; Gitaroo Man; Magix Music Maker; MTV Music Generator 2; music-making software; SingStar | |
Arsenault, Dominic | Guitar Hero: "Not Like Playing Guitar At All"? | Loading..., 2 | 2008 | AP | https://journals.sfu.ca/loading/index.php/loading/article/view/32 | Guitar Hero; music games; interfaces | |
Arsenault, Dominic | Paysages 8-bit. Musicalité et spatialité dans le jeu vidéo des années 1985-1990 | Inter : art actuel, 98, 9-12 | 2008 | AP | https://www.erudit.org/fr/revues/inter/2008-n98-inter1112108/45610ac/resume/ | 8-bit; spatiality; Castlevania III; Mega Man 2; NES | |
Arsenault, Dominic | The Retrospective and Retrocursive Stances in Retro Game Aesthetics: How DuckTales: Remastered Got the Last Quack | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 135-148 | 2023 | AC | nostalgia; retro; Mega Man; intertextuality; Disney; history; game design; NES; remaster; palimpsest; remake; DuckTales; Capcom; Stage Select theme | ||
Aska, Alyssa | Introduction to the Study of Video Game Music | Lulu.com Lulu.com | 2017 | BM | gamification; game studies; introduction; sound music | ||
Aslinger, Ben | Genre in Genre: The Role of Music in Music Games | Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009, London, UK, September 1-4, 2009 Edited by Krzywinska, Tanya; Kennedy, Helen W.; Atkins, Barry, Digital Games Research Association | 2009 | AS | http://www.digra.org/digital-library/publications/genre-in-genre-the-role-of-music-in-music-games/ | Guitar Hero; Rock Band; hip-hop; rhythm games; genre; Dance Dance Revolution; Flow! Urban Dance Uprising; rock | |
Aspromallis, Christodoulos; Gold, Nicolas E | Form-Aware, Real-Time Adaptive Music Generation for Interactive Experiences | Proceedings of the Sound and Music Computing Conference 2016, SMC 2016. | 2016 | AP | algorithmic music; generative music; interactivity; dynamic; variation | ||
Atkinson, Sean | That Tune Really Holds the Game Together: Thematic Families in Final Fantasy IX | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 130-151 | 2022 | AC | FFIX; Dagger; Melodies of Life; thematic analysis; topics; tropes; Vivi | ||
Atkinson, Sean | Crossing the Ludo-Cinematic Continuum: Music-Theoretical Approaches to Video Game Music | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.1 | interactivity; music analysis; music theory; western art music; ludo-cinematic continuum | |
Atkinson, Sean E. | Soaring Through the Sky: Topics and Tropes in Video Game Music | Music Theory Online, 25 | 2019 | AP | https://mtosmt.org/issues/mto.19.25.2/mto.19.25.2.atkinson.html | Final Fantasy; topics; tropes; Legend of Zelda; film music; video games | |
Auerbach, Brent | Pedagogical Applications of the Video Game Dance Dance Revolution to Aural Skills Instruction | Music Theory Online, 16 | 2010 | AP | https://mtosmt.org/issues/mto.10.16.1/mto.10.16.1.auerbach.html | rhythm; popular music; aural skills; CAI; Dance Dance Revolution; music theory pedagogy; sight-reading | |
Austin, Michael | “Playas” and Players: Racial and Spatial Trespassing in Hip Hop Culture Through Video Games | The Oxford Handbook of Hip Hop Music Edited by Burton, Justin D; Oakes, Jason Lee, | 2018 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190281090.001.0001/oxfordhb-9780190281090-e-55 | race; identity; Grand Theft Auto; place; digital minstrelsy; hip hop; space | |
Austin, Michael | Orchestrating Difference: Representing Gender in Video Game Music | Masculinities in Play Edited by Taylor, Nicholas; Voorhees, Gerald, 165-183 | 2018 | AC | https://works.bepress.com/michael-austin/14/ | gender; fantasy games; gender bias; instrumentation; masculinity; orchestration; representation | |
Austin, Michael | Sample; Cycle; Sync: The Music Sequencer and Its Influence on Music Video Games | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | interface; affordance; Chiptune Runner; instrument; MDA; My Singing Monsters; organology; sequences | ||
Austin, Michael | Introduction—Taking Note of Music Games | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 44562 | 2016 | AC | Michael Jackson; Michael Jackson's Moonwalker; performance studies; stardom | ||
Austin, Michael L. | Music Games | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 140-158 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/music-games/FFD1CA069D8853CC13B0EE12F7469995 | Guitar Hero; Rock Band; hip-hop; karaoke; rhythm games; controllers; genre; dance games; dancing games; Def Jam; edutainment; peripherals; Rocksmith | |
Austin, Michael L. | From mixtapes to multiplayers: Sharing musical taste through video games | The Soundtrack, 8 77-88 | 2015 | AP | music games; remediation; participatory culture | ||
Austin, Michael L. | Press Start to (Fore)Play: Sex and Sexuality in Game Music | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.30 | identity; pornography; sexuality; sex; homosexuality; sonic representation; enactment; personhood | |
Ayers, William R. | What Is It Like to Be a Dolphin? Echolocation and Subjectivity in Video Games | Journal of Sound and Music in Games, 2 1-33 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.3.1 | disability; Ecco the Dolphin; echolocation; Perception; subjective experience | |
Ayers, William R. | Scoring, Sounding, and Silencing Death: Musical Depictions of Failure in Coherent and Incoherent Worlds—Part 1 | Music and the Moving IMage, 17 35-55 | 2024 | AP | https://dx.doi.org/10.5406/19407610.17.2.03 | BioShock, cognition, coherence, incoherence, Dark Souls, death, Double Dragon, failure, game over, Legend of Zelda, Tetris, worldbuilding | |
Ayers, William R. | How Video Game Music Plays Us: Musical Topics, Modularity, and Compulsion Loops | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.11 | narrative; interactivity; silent cinema; musical topics; modular music; 3D action-adventure games | |
Babbitt, Ben | Composing for Independent Games: The Music of Kentucky Route Zero | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 120-130 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/composing-for-independent-games-the-music-of-kentucky-route-zero/D1BAE7D5564AC8A785349EAAF0785ABB | synchronization; indie; budget; collaboration; screen music | |
Baccigalupo, Claudio | Design and Production of Audio Technologies for Video Games Development | Milan Università degli Studi di Milano | 2003 | D, Master's | https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.455.711&rep=rep1&type=pdf | dialogue; history; game design; audio technology; network; voice | |
Baker, Nathan | The Music of Mario, Link, and Samus: Harmony, Form, and Meaning in Early Compositions by Koji Kondo and Hirokazu Tanaka | Analyzing the Music of Living Composers (And Others) Edited by Boss, Jake; Osborn, Brad; Pack, Tim S.; Rodgers, Stephen, Cambridge Scholars Publishing 192-217 | 2013 | AC | Super Mario Bros.; Metroid; music analysis | ||
Balasko, Alexander | An Untitled Goose by Any Other Name : a critical theorization of the indie game genre | University of Texas at Austin | 2020 | D, Master's | https://repositories.lib.utexas.edu/handle/2152/85153 | chiptune; production; industry; independent; indie | |
Ballard, Mary E.; Spencer, Michael; Holtkamp, Megan K.; Sakrison, Evan; Kindle, Ta’rah | Horror Videogame Sound Effects, Cardiovascular Arousal, and Ethnic Bias in the Decision to Shoot | The American Journal of Psychology, 134 | 2021 | AP | https://dx.doi.org/10.5406/amerjpsyc.134.2.0175 | race; affective reponse; cardiovascular reactivity; racial bias | |
Banks, Tobias | The Wrong Tool for the Right Job: Composition on 8-Bit Machines | INSAM: Journal of Contemporary Music, Art and Technology, 2019 69-81 | 2019 | AP | https://insam-institute.com/the-wrong-tool-for-the-right-job-composition-on-8-bit-machines/ | C64; chiptune; 8-bit; NES; Nintendo; ZX Spectrum; demoscene; synthesizers | |
Banks, Tobias | The Wrong Tool for the Right Job: Composition on 8-Bit Machines | INSAM: Journal of Contemporary Music, Art and Technology, 3 | 2019 | AP | https://insam-institute.com/the-wrong-tool-for-the-right-job-composition-on-8-bit-machines/ | C64; chiptune; 8-bit; demoscene; Nintendo; NES; ZX Spectrum; synthesizers | |
Barbosa, Mathieu; Yamakami, Yohei | Formation et développement des cultures autour de la « Geemu ongaku » (1980-1990) | Kinéphanos, 5 142-160 | 2015 | AP | https://www.kinephanos.ca/2015/geemu-ongaku/ | Geemu Ongaku; Dragon Quest; Arcade; Diffusion | |
Barbossa, Matthieu | La musique dans les jeux vidéo | Paris Université Paris 8 Saint-Denis | 2009 | D, Master's | |||
Barrett, James; Ng, Jenna | The Half-Imagined Past: The Audio-Depiction of 1960s Capitalism and Freedom in the Music of Wolfenstein: The New Order and Mad Men | Kinéphanos, 6 87-113 | 2016 | AP | https://www.kinephanos.ca/2016/the-half-imagined-past/ | Wolfenstein; Music; Half-imagined past; Ideology; Mad Men | |
Baxa, John P. | Effects of Contingent and Non-Contingent Audio on Performance and Quality of Experience in a Role-Playing Video Game | Kalamazoo, Mich. : Kalamazoo College | 2008 | D, Undergraduate | https://cache.kzoo.edu/handle/10920/8995 | dynamic music; immersion; empirical; experimental | |
Baysted, Stephen | Palimpsest, Pragmatism and the Aesthetics of Genre Transformation: Composing the Hybrid Score to Electronic Arts’ 'Need for Speed Shift 2: Unleashed' | Edited by Summers, Tim; Kamp, Michiel; Sweeney, Mark, Sheffield Equinox Publishing 132-171 | 2016 | AC | https://www.equinoxpub.com/home/ludomusicology/ | composition; dynamic music; Need for Speed Shift 2: Unleashed; popular music | |
Baysted, Stephen | Simulation: squaring the immersion, realism and gameplay circle | Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, New York Routledge 328-338 | 2017 | AC | https://www.routledge.com/The-Routledge-Companion-to-Screen-Music-and-Sound/Mera-Sadoff-Winters/p/book/9781138855342 | immersion; sound; realism; cars; Need for Speed; binaural recording; headphones; Project Cars; racing | |
Baysted, Stephen | The Best Laid Schemes o’ Mice an’ Men: Completing the Scores to Fast and Furious Crossroads and Project Cars 3 during Lockdown | Journal of Sound and Music in Games, 3 63-68 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.4.63 | composition; production; recording; Project Cars; racing games; COVID-19; Fast and Furious; hybrid orchestration; pandemic | |
Baysted, Stephen | Compositional Approaches to Film, TV and Video Games | The Cambridge Companion to Music in Digital Culture Edited by Trippett, David; Ingalls, Monique M.; Cook, Nicholas, Cambridge Cambridge University Press 204-208 | 2019 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-music-in-digital-culture/compositional-approaches-to-film-tv-and-video-games/DBCA0C44044843F35272A00B78D46C92 | implementation; composing; construction | |
Baysted, Stephen; Summers, Tim | The Creative Process of Composing for Video Games: From Pitching to Gold Master and Beyond | The Oxford Handbook of the Creative Process in Music Edited by Donin, Nicolas, Oxford University Press | 2018 | AC | https://pure.royalholloway.ac.uk/admin/files/46591849/Baysted_and_Summers_Composing_in_Video_Games_MSS04_TS.docx | adaptive music; dynamic music; development; scoring; interactive music; loops; recording; racing games; layers | |
Becker, Manuel | “Donasdogama Micma”: Garry Schyman’s Music for Dante’s Inferno (2010) and the Sound of Dante’s Divine Comedy in Video Games | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.2.1 | avant-garde; game scores; Dante Alighieri; Divine Comedy; Garry Schyman; hell | |
Bégel, Valentin; Di Loreto, Ines; Seilles, Antoine; Dalla Bella, Simone | Music Games: Potential Application and Considerations for Rhythmic Training | Frontiers in Human Neuroscience, 11 | 2017 | AP | https://www.frontiersin.org/article/10.3389/fnhum.2017.00273 | rhythm; motor skill; neurology; precision; training | |
Belinkie, Matthew | Video game music: not just kid stuff | VGMusic | 1999 | ER | https://www.vgmusic.com/information/vgpaper.html | technology; history; game design; composer interviews | |
Belmonte-Ávila, Juan F. | Meaningful Grunts and Radical “Blehs”: Polysemic Identities through Nonhuman Noise in Video Games | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.2.49 | identity; voice; noise; assemblage; non-human sound; nonhuman sound; Rabbids; radical identities; Super Mario | |
Benveniste, Samuel; Jouvelot, Pierre; Michel, Renaud; Lecourt, Edith | La Wiimprovisation en musicothérapie analytique de groupe : design participatif avec des enfants atteints de troubles du comportement | Revue française de musicothérapie, 29 17-33 | 2009 | AP | https://hal-mines-paristech.archives-ouvertes.fr/hal-00829753 | composition; narrative; dynamic music; generated music | |
Berndt, Axel | Adaptive Game Scoring with Ambient Music | In Music Beyond Airports: Appraising Ambient Music, Edited by Monty Adkins, Simon Cummings pp. 197-226. | 2019 | AC | generative music; adaptive music; dynamic music; Brian Eno; Ambient music | ||
Berndt, Axel | Musical Nonlinearity in Interactive Narrative Environments | In G. Scavone, V. Verfaille, and A. da Silva (eds.) The International Computer Music Conference (ICMC) 2009, McGill University, Montreal, Canada, August 2009, pp. 355-358 | 2009 | AS | composition; narrative; dynamic music; generated music; transitions | ||
Berndt, Axel | Diegetic Music: New Interactive Experiences | Game Sound Technology and Player Interaction: Concepts and Developments, edited by Mark Grimshaw (Hershey, PA), 60-76 | 2011 | AC | implementation; diegesis; diegetic; controllability; functions; nonlinearlity | ||
Berndt, Axel | Musik für interaktive Medien: Arrangement- und Interpretationstechniken | Magdeburg University | 2011 | D, Doctoral | composition; narrative; dynamic music | ||
Berndt, Axel; Hartmann, Knut | The Functions of Music in Interactive Media | In Interactive Digital Storytelling (ICIDS) 2008, Springer-Verlag Berlin Heidelberg, University of Applied Sciences Erfurt, Germany, November 2008, pp. 126-131. | 2008 | AS | narrative; dynamic music; perception; film music; functions | ||
Berndt, Axel; Hartmann, Knut | Strategies for Narrative and Adaptive Game Scoring | In Audio Mostly, September 2007, 141-147 | 2007 | AS | composition; narrative; dynamic music; generated music | ||
Berndt, Axel; Hartmann, Knut; Röber, Niklas; Masuch, Maic | Composition and Arrangement Techniques for Music in Interactive Immersive Environments | In Audio Mostly - A Conf. on Sound in Games, Interactive Institute/Sonic Studio, Sweden, October 2006, pp. 53-59 | 2006 | AS | composition; narrative; dynamic music; film music | ||
Bessell, David | What's That Funny Noise? An Examination of the Role of Music in Cool Boarders 2; Alien Trilogy and Medievil 2 | Screenplay: Cinema/Videogames/Interfaces Edited by King, Geoff; Krzywinska, Tanya; Siegel, Professor Geoff, Wallflower Press | 2002 | AC | dynamic music; film music; Alien Trilogy; Cool Boarders 2; functionality; Medievil 2 | ||
Bessell, David | An Auto-Ethnographic Approach to Creating the Emotional Content of Horror Game Soundtracking | In Emotion in Video Game Soundtracking (Cham: Springer), ed. Duncan Williams and Newton Lee, 39-50 | 2018 | AS | mixing; horror; non-linearity; dramaturgy | ||
Bhogal, Gurminder Kaur | Claude Debussy’s Piano Music and the Evocation of Atmosphere and Humor in Video Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.38 | Claude Debussy; classical music; atmosphere; feeling; player response; Clair de Lune | |
Blickhan, Samantha | "Listening" through Digital Interaction in Björk’s 'Biophilia' | In Ludomusicology: Approaches to Video Game Music, ed. Michiel Kamp, Tim Summers, Mark Sweeney (Sheffield: Equinox), 133-151 | 2016 | AP | https://journals.equinoxpub.com/books/article/view/23904 | music games; apps; Biophilia; iPad | |
Blum, Mickael | Introduction à la ludomusicologie : le cas de Shovel Knight | Musurgia, 3 | 2022 | AP | https://www.cairn.info/revue-musurgia-2022-3-page-75.htm | chiptune; 8-bit; Video Game Music; Famitracker; Nintendo Entertainment System (NES); Shovel Knight | |
Böcker, Thomas; Fritsch, Melanie; Summers, Tim | Producing Game Music Concerts | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 424-432 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/producing-game-music-concerts/1F3134466E27D5FD1846951DBB78556B | Final Fantasy; Nobuo Uematsu; Chris Hülsbeck; Adaptation; Arrangement; Concerto; Leipzig; Live; Orchestra; Repertoire; Symphonic Game Music; Symphony | |
Boer, James | Game Audio Programming | Charles River Media | 2002 | BM | technology; game design; programming | ||
Boetsch, Isabell; von Georgi, Richard; Bullerjahn, Claudia | The influence of music and video game preferences on the perceived effects of music while gaming | Jahrbuch Musikpsychologie, 25 72-91 | 2015 | AP | dynamic music; psychology; concentrations; musical preference | ||
Bogost, Ian | How to Do Things With Videogames | University of Minnesota Press | 2011 | BM | http://minnesota.universitypressscholarship.com/view/10.5749/minnesota/9780816676460.001.0001/upso-9780816676460 | performance; rhythm; melody | |
Bonikowski, Tomasz | The Beat of Nature: Aspects of Sámi Culture in the Game Skábma: Snowfall | Musica Iagellonica, 14 | 2023 | AP | https://muzykologia.uj.edu.pl/documents/6464892/155233608/06Bonikowski.pdf/bff04b91-27d1-4804-a5cc-bcc0bb276403 | colonialism; Sámi; Skábma: Snowfall | |
Borchers, J.; Muhlhauser, M. | Design patterns for interactive musical systems | IEEE MultiMedia, 5 36-46 | 1998 | AP | technology; middleware; programming; WorldBeat | ||
Borecky, Andrew | Dungeons, Dragons, and MusicThe Immersive Qualities of Sound in Dungeons & Dragons | Journal of Sound and Music in Games, 2 46-64 | 2021 | AP | https://online.ucpress.edu/jsmg/article/2/1/46/115921/Dungeons-Dragons-and-MusicThe-Immersive-Qualities | performance; video game; Critical Role; Dungeons & Dragons; fantasy; participatory; soundtrack | |
Bott, Jared N.; Crowley, James G.; LaViola, Joseph J. | Exploring 3D gestural interfaces for music creation in video games | Proceedings of the 4th International Conference on Foundations of Digital Games New York, NY, USA Association for Computing Machinery | 2009 | AS | https://doi.org/10.1145/1536513.1536527 | music; video games; 3D gestural interfaces; user evaluation; Wii remote | |
Böttcher, Niels; Serafin, Stefania | A Review of Interactive Sound in Computer Games | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, Oxford University Press | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-026 | procedural audio; realism; granular synthesis; Max/MSP; motion controllers; motoric behavior; self-produced sound | |
Bouquet, Eric | Musique et son: leurs rôles dans l'immersion du joueur de jeux vidéo | S. l., France | 2010 | D, | reception; history of music; videogame music culture | ||
Bowden, Sara | Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club! | The Soundtrack, 11 44743 | 2020 | AP | horror; indie games; nonlinearity; Doki Doki Literature Club; metafiction | ||
Boyd, Andrew | When Worlds Collide: Sound And Music In Film And Games | Game Developer | 2003 | https://www.gamedeveloper.com/audio/when-worlds-collide-sound-and-music-in-film-and-games | game design; audio design; film music | ||
Bradford, Wesley J. | Exploring the Narrative Implications of Emerging Topics in The Legend of Zelda: Breath of the Wild | Journal of Sound and Music in Games, 1 44197 | 2020 | AP | https://doi.org/10.1525/jsmg.2020.1.4.1 | narrative; Legend of Zelda; technology; myth; topic theory; nature | |
Braguinski, Nikita | RANDOM. Die Archäologie der elektronischen Spielzeugklänge | Bochum Project Verlag | 2018 | BM | Atari; Ballblazer; iMUSE; Speak and Spell; unpredictability | ||
Braguinski, Nikita | Ästhetisches Rauschen. Die Werteökonomie der Computerklänge | Shift-Restore-Escape. Retrocomputing und Computerarchäologie Edited by Höltgen, Stefan, CSW 55-64 | 2014 | AC | retro; value; 8-bit; aesthetics; perception; noise | ||
Braguinski, Nikita | The resolution of sound: Understanding retro game audio beyond the ‘8-bit’ horizon | NECSUS, Spring 2018 | 2018 | AP | https://necsus-ejms.org/the-resolution-of-sound-understanding-retro-game-audio-beyond-the-8-bit-horizon/ | chipmusic; chiptune; retro; 8-bit; aesthetics; terminology; PSG; resolution | |
Brame, Jason | Thematic Unity Across a Video Game Series | ACT, 2 | 2011 | AP | https://www.act.uni-bayreuth.de/de/archiv/2011-02/03_Brame_Thematic_Unity/ | composition; semiotics; Legend of Zelda; Super Mario Bros.; music theory; Schenkerian analysis | |
Brandon, Alexander | Audio for Games: Planning, Process, and Production | Berkeley, CA New Riders | 2004 | BM | technology; audio design | ||
Bredin, Nicolas | L'expérience du joueur à travers l'histoire et sa représentation par le son et la musique | Paris Université Paris 8 Saint-Denis | 2005 | D, Master's | musical representation; story | ||
Bredin, Nicolas | Le son et la musique dans les jeux vidéo | Paris Université Paris 8 Saint-Denis | 2004 | D, Master's | |||
Bridgett, Rob | From the Shadows of Film Sound | Blurb Books | 2010 | BM | http://www.blurb.co.uk/b/1658613-from-the-shadows-of-film-sound | composition; technology; audio design; film music | |
Bridgett, Rob | Contextualizing Game Audio Aesthetics | The Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, New York Oxford University Press | 2013 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-008 | sound design; audio director; postproduction; Scarface | |
Bridgett, Rob | Dynamic range: subtlety and silence in video game sound | From Pac-Man to Pop Music, ed. Karen Collins, Farnham Ashgate 127-134 | 2008 | AC | mixing; interactive; cultural artefact; dynamics; player control | ||
Bridgett, Rob | ‘Less Music, Now!’ New Contextual Approaches to Video Game Scoring | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 110-119 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/less-music-now-new-contextual-approaches-to-video-game-scoring/4811F50E4BD288CB15BDD707A57BA371 | adaptive music; dynamic music; mixing; sound design; implementation; Inside; Limbo; The Last of Us; Audio director; Battlefield | |
Bridgett, Rob | Leading with Sound: Proactive Sound Practices in Video Game Development | Waltham, MA Focal Press | 2021 | BM | audience; creative process; development; dialogue; emotion; mixing; production; psychology; sound design | ||
Bridgewater, Michael | Industrial Techno and SID Sound Design in the Commodore 64 Game Slipstream | Journal of Sound and Music in Games, 4 9-25 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.1.9 | SID; industrial music; demoscene; EDM; electronic dance music; techno; Berlin | |
Bridgewater, Michael Philip | Play on Any Platform: Between Hip-Hop Beatmaking and Video Games | The UK Annual of Postgraduate Hip-Hop Studies, 2019 51-69 | 2019 | AP | https://issuu.com/ukjournalofhip-hopstudies/docs/uk_annual_of_postgraduate_hip_hop_s | signification; hip-hop; Commodore; sampling; commodification; cultural origins; Ghettoblaster; Music 2000; technoculture; Wu-Tang Clan | |
Brochard-Garnier, Thomas | L'appropriation de la musique occidentale dans le RPG japonais | Paris Ecole des Hautes Etudes en Sciences Sociales | 2015 | D, Master's | exoticism; JRPG; appropriation; Role-playing game; Western music | ||
Brubaker, Blaine; Fernandez, Sabino; Wolski, Kristin | “Press Replay”: A Retrospective on “Press Start!”: A Video Game Music Symposium | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.1.57 | collection; conference; curation; librarianship; library; music librarianship; music library; outreach; promotion; symposium | |
Bruno, Dan | Noteworthy: The Music That Influenced The Legend of Zelda: Ocarina of Time | Killscreen, 1 68-70 | 2011 | AP | adaptation; Legend of Zelda; genre | ||
Bullerjahn, Claudia | Musik in Computerspielen. Vermarktungspotential, Nutzung und Wirkung | In Christofer Jost, Daniel Klug, Axel Schmidt and Klaus Neumann-Braun (eds.), Populäre Music, Mediale Musik? Transdisziplinäre Beiträge zu Medien der Populären Musik, Baden-Baden: Nomos, pp. 33-59 | 2011 | AC | https://web.archive.org/web/20200930200118/http://www.academia.edu/4818621/Music_in_computer_games._Potential_for_marketing_utilization_and_effect | dynamic music; psychology; marketing; review; pop music | |
Bullerjahn, Claudia; Hantschel, Florian | Musik im audiovisuellen Kontext: Film, Fernsehen, Video(spiel) | Handbuch Musikpsychologie, ed. Andreas Lehmann and Reinhard Kopiez (Hogrefe), 273-290 | 2018 | AC | psychology; media | ||
Burke, Kevin R. | Alien Waves: Sonic Reverberations of the RPG Interface in Lagrange Point | Music in the Role-Playing Game Routledge | 2019 | AC | chiptune; HCI; 8-bit; JRPG; NES; programming; driver; Famicom; FM synthesis; Human-computer interaction; Konami; VRC7; YM2413; Yume Penguin Monogatari | ||
Burke, Kevin R. | Hard Limitations and Soft Possibilities: A “Systematic” History of Early Video Game Sound Technology | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.17 | composition; chiptune; audio hardware; sound software; home console | |
Burrill, Derek A.; Borelli, Melissa Blanco | Dancing with Myself | The Oxford Handbook of Dance and the Popular Screen Edited by Borelli, Melissa Blanco, Oxford University Press | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199897827.001.0001/oxfordhb-9780199897827-e-027 | embodiment; avatar bodies; choreography; Dance Central; Kinect | |
Capacchione, Tristan | Musical Gamescapes: A Study of Unity in Arcanum: Of Steamworks and Magick Obscura | Self-published | 2007 | https://web.archive.org/web/20110711071943/http://www.gamessound.com/texts/Arcanum.pdf | ludus; paidia; ludic; music theory; Arcanum | ||
Carithers, Kirsten L. Speyer | Musical Indeterminacy as Critical and Affirmative play | ASAP/Journal, 8 119-142 | 2023 | AP | https://muse.jhu.edu/pub/1/article/886980 | avant-garde; fandom; economics; John Cage; Huizinga; labour; labor; experimentalism; Earle Brown; Cornelius Cardew; David Tudor; fluxus | |
Carlsson, Anders | Chip music: low-tech data music sharing | From Pac-Man to Pop Music, edited by Karen Collins, Routledge | 2008 | AC | 8-bit; history; chip music; demoscene; electronic music; EP; LP; music writing software; tracker | ||
Carlsson, Anders | Power users and retro puppets - a critical study of the methods and motivations in chipmusic | Lund University | 2010 | D, Master's | https://www.lunduniversity.lu.se/lup/publication/1662548 | chipmusic; nostalgia; immersion; 8-bit; aesthetics; deoscene; hackers; hauntology; interface; platform studies; soundchip; transgression | |
Cassidy, Gianna G.; Paisley, Anna M. J. M. | Music Games and Musical Identities | Handbook of Musical Identities Oxford Oxford University Press | 2017 | AC | https://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199679485.001.0001/acprof-9780199679485-chapter-31 | music games; virtuality; avatars; rock band | |
Cassidy, Gianna G.; Paisley, Anna M. J. M. | Music-Games: A Case Study of Their Impact | Research Studies in Music Education, 35 119-138 | 2013 | AP | education; learning; game-based learning; informal music participation; music-game | ||
Cassidy, Gianna; Macdonald, Raymond | The effects of music choice on task performance: A study of the impact of self-selected and experimenter-selected music on driving game performance and experience | Musicae Scientiae, 13 357-386 | 2009 | AP | https://doi.org/10.1177/102986490901300207 | performance; psychology; arousal; driving games; preference | |
Cavanagh, Robert | Video Game Soundtrack Albums and the Digital Revolution | The Soundtrack Album Routledge | 2020 | AC | marketing; Japan; synergy; OST; business; Electronic Arts; taste | ||
Cayari, Christopher | Learning strategies of video game music makers: Informal and school-based learning for online publication | International Journal of Music Education, 40 445-459 | 2022 | AP | https://doi.org/10.1177/02557614211070037 | education; fandom; music theory | |
Cayari, Christopher | The Music of Undertale: Participatory Culture, Video Game Music, and Creating Covers for YouTube | International Journal of Education & the Arts, 24 | 2023 | AP | http://www.ijea.org/v24n22/index.html | Undertale; education; arrangement; covers; teaching; participatory culture; pedagogy; informal learning; YouTube | |
Cerrati, Michael | Video Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading Tomorrow | Vanderbilt Journal of Entertainment & Technology Law, 8 293-334 | 2006 | AP | https://scholarship.law.vanderbilt.edu/jetlaw/vol8/iss2/2 | marketing; legal; history; finance; licensing | |
Chan, Ko On | From Fantasy to Trauma: Sound and Sex in School Days | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 120-132 | 2023 | AC | violence; pornography; fantasy; visual novel; anime; erotic games; gyarugē; moe; melodrama; nakigē; otaku; sex; trauma; yandere | ||
Chan, Norman | A Critical Analysis of Modern Day Video Game Audio | Nottingham University of Nottingham | 2007 | D, Undergraduate | https://web.archive.org/web/20110725154644/http://www.gamessound.com/texts/chan.pdf | composition; dynamic music; Grand Theft Auto; Civilization IV; diegetic music; composer interview; Hitman: Blood Money | |
Charlotte, Pierce; J, Woodward Clinton; Anthony, Bartel | MeWare for Sale: Developer’s Approaches to Serious Mobile Music Games | Proceeedings of DiGRA 2020 | 2020 | AP | http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_100.pdf | educational games; music education; serious games | |
Cheng, William | Sound Play: Video Games and the Musical Imagination | New York Oxford University Press | 2014 | BM | https://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199969968.001.0001/acprof-9780199969968 | concerts; Fallout 3; aesthetics; Silent Hill; Final Fantasy VI; Lord of the Rings Online; Team Fortress 2; virtual ethnography | |
Cheng, William | Acoustemologies of the Closet | The Oxford Handbook of Virtuality Edited by Grimshaw, Mark, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-011 | gender; identity; virtual ethnography; online voice communication; sexual politics | |
Cheng, William | Monstrous Noise: Silent Hill and the Aesthetic Economies of Fear | The Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, | 2013 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-016 | horror; Silent Hill; noise; industrial music | |
Cheng, William | Afterword--Toadofsky's Music Lessons | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | music games; affordance; musicality; Super Mario RPG: Legend of the Seven Stars | ||
Cheng, William | Role-Playing toward a Virtual Musical Democracy in The Lord of the Rings Online | Ethnomusicology, 56 31-62 | 2012 | AP | https://www.jstor.org/stable/10.5406/ethnomusicology.56.1.0031 | Lord of the Rings Online; virtual ethnography | |
Childs, G.W. | Creating Music And Sound For Games | Boston Course Technology PTR | 2006 | BM | composition; dynamic music; sound design; middleware; design process | ||
Chung, Szu-Ming; Wu, Chun-Tsai | Designing Music Games and Mobile Apps for Early Music Learning | Serious Games and Eduntainment Applications Volume II Edited by Ma, Minhua; Oikonomou, Andreas, | 2017 | AC | https://www.springerprofessional.de/en/designing-music-games-and-mobile-apps-for-early-music-learning/12112868 | rhythm games; apps; android; early music learning | |
Ciciliani, Marko; Lüneburg, Barbara; Pirchner, Andrea | Ludified: Artistic Research in Audiovisual Composition, Performance and Perception | Edited by Ciciliani, Marko; Lüneburg, Barbara; Pirchner, Andreas, Berlin The Green Box | 2021 | BM | composition; performance; audiovisual art; installation; interactivity | ||
Claussen, Jan Torge | Musik als Videospiel: Guitar Games in der digitalen Musikvermittlung. | Hildesheim Zürich New York Olms, Georg | 2021 | BM | Guitar Hero; performance; play; education; Rocksmith; Bandfuse; Yousician | ||
Collins, Jacob | Game Noir: The Functions of Jazz in the Detective Adventure Video Game | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.35 | jazz; genre; film noir; racism; neonoir; game noir; misogyny | |
Collins, K. C. | Playing with Sound: A Theory of Interacting with Sound and Music in Video Games | Cambridge, MA, USA MIT Press | 2013 | BM | performance; interaction; theory; experience; embodied cognition | ||
Collins, K.; Tessler, Holly; Harrigan, K.; Dixon, M.; Fugelsang, J. | Sound in Electronic Gambling Machines: A Review of the Literature and its Relevance to Game Sound | In Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 1-21 | 2011 | AS | television; sound; arcade; film; environment; physiology; advertising; casino; EGMs; electronic gambling machines; gambling | ||
Collins, Karen | Introduction | From Pac-Man to Pop Music: Interactive Audio in Games and New Media Edited by Collins, Karen, Aldershot Burlington, VT Routledge | 2008 | AC | |||
Collins, Karen | Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design | Cambridge, Mass The MIT Press | 2008 | BM | composition; dynamic music; aesthetics; technology; history; console hardware | ||
Collins, Karen | Grand Theft Audio? Popular Music and Intellectual Property in Video Games | Music and the Moving Image, 1 35-48 | 2008 | AP | https://scholarlypublishingcollective.org/uip/mmi/article/1/1/35/215750/Grand-Theft-Audio-Popular-Music-and-Intellectual | history; licensing; popular music | |
Collins, Karen | In the Loop: Creativity and Constraint in 8-bit Video Game Audio | Twentieth-Century Music, 4 209-227 | 2007 | AP | https://www.cambridge.org/core/product/identifier/S1478572208000510/type/journal_article | composition; 8-bit; technology; history; console hardware | |
Collins, Karen | Desert Island Diskettes: A Journey through Video Game Sound History | G|A|M|E Games as Art, Media, Entertainment, 2 | 2017 | AP | https://www.gamejournal.it/?p=3205 | history; Beep; playlist | |
Collins, Karen | Game Sound: Reverberations | Journal of Sound and Music in Games, 1 100-102 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/100/2324/Game-SoundReverberations | industry; music; history; emergence; game sound; scholarship | |
Collins, Karen | A History of Handheld and Mobile Video Game Sound | The Oxford Handbook of Mobile Music Studies, Volume 2 Edited by Gopinath, Sumanth; Stanyek, Jason, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199913657.001.0001/oxfordhb-9780199913657-e-015 | handheld consoles; media convergence; mobile phones; sound chips; technological constraints | |
Collins, Karen | Breaking the Fourth Wall? User-Generated Sonic Content in Virtual Worlds | The Oxford Handbook of Virtuality Edited by Grimshaw, Mark, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-028 | immersion; magic circle; participation; fourth wall; multi-player; user-generated content | |
Collins, Karen | Implications of Interactivity | The Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, | 2013 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-011 | interactivity; feedback; new media; control mechanisms; digital aesthetics; sound production | |
Collins, Karen | Game Sound in the Mechanical Arcades: An Audio Archaeology | Game Studies, 16 | 2016 | AP | http://gamestudies.org/1601/articles/collins | sound; history; audio; archaeology; recording; mechanical; Victorian | |
Collins, Karen | An Introduction to Procedural Music in Video Games | Contemporary Music Review, 28 5-15 | 2009 | AP | composition; dynamic music; procedural audio; technology | ||
Collins, Karen | An Introduction to the Participatory and Non‐Linear Aspects of Video Games Audio. | Essays on Sound and Vision Edited by Hawkins, Stan; Richardson, John, Helsinki University Press | 2007 | AC | composition; dynamic music; immersion; Legend of Zelda; diegesis; transitions; functions; Grim Fandango | ||
Collins, Karen | Video Games Killed the Cinema Star: It's Time for a Change in Studies of Music and the Moving Image | Music, Sound, and the Moving Image, 1 15-19 | 2007 | AP | https://muse.jhu.edu/article/268995 | influence; video game music studies | |
Collins, Karen | Flat Twos and the Musical Aesthetic of the Atari VCS | Popular Musicology Online, 1 | 2006 | AP | composition; 8-bit; aesthetics; technology; chip music; console hardware; Atari VCS | ||
Collins, Karen | "Loops and bloops" - Music of the Commodore 64 games | Soundscape: Journal of Media Culture, 8 | 2006 | AP | https://www.icce.rug.nl/~soundscapes/VOLUME08/Loops_and_bloops.shtml | composition; dynamic music; 8-bit; aesthetics; technology; Commodore 64; console hardware | |
Collins, Karen | From Bits to Hits: Video Games Music Changes its Tune | Film International, 3 | 2005 | AP | composition; music games; dynamic music; technology; history; console hardware | ||
Collins, Karen; Ashby, S; Bush, T; Daoust, J; Duveau, N; Lewis, J; Robinson, C; White, T; Whitmore, G | Overcoming Roadblocks in the Quest for Interactive Audio: Project Bar-B-Q Report | Project Bar-B-Q report 2007 | 2007 | EA | https://www.projectbarbq.com/bbq07/bbq07r6.htm | dynamic music; technology; audio design | |
Collins, Karen; Dockwray, Ruth | Drive, Speed and Narrative in the Soundscapes of Racing Games | In Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 400-411 | 2017 | AC | https://chesterrep.openrepository.com/handle/10034/605882 | narration; authenticity; aesthetics; realism; cars; Forza; Gran Turismo; Need for Speed; recording | |
Collins, KC; Kapralos, Bill | Auditory Reality and Virtuality: Is Space the Final Audio Frontier for Games? | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.51 | perception; realism; spatial audio; hyporealism; HRTF; locatlization; artistic sound design | |
Collyer, Rachel | Attitudes to Representations of Medieval Music in Role-Playing Computer Games | Journal of Sound and Music in Games, 4 44927 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.2.1 | survey; role-playing games; RPGs; history; representation; medievalism; attitudes | |
Cook, James | Playing with the Past in the Imagined Middle Ages: Music and Soundscape in Video Game | Sounding Out! (blog) | 2016 | https://soundstudiesblog.com/2016/10/03/playing-with-the-past-in-the-imagined-middle-ages-music-and-soundscape-in-video-game/ | fantasy; early music; high fantasy; Medievalism; representations of the past; social structure; sonic | ||
Cook, James | Game Music and History | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 343-358 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-and-history/CD1CC0DD65067DA15D041790CA3226CC | intermediality; historiography; Medievalism; The Witcher; Baroque; Celtic; Civilization; Machaut; Medieval; Renaissance | |
Cook, James | Sonic Medievalism, World Building, and Cultural Identity in Fantasy Video Games | Studies in Medievalism XXIX: Politics and Medievalism (Studies) Edited by Fugelso, Karl, Boydell & Brewer 217-238 | 2020 | AC | https://www.cambridge.org/core/books/studies-in-medievalism-xxix/sonic-medievalism-world-building-and-cultural-identity-in-fantasy-video-games/3824E93FBC5D5601E209542700E6A735 | geography; history; fantasy; medieval; middle ages | |
Cook, James | Unreal Performances: Playing in Games/Playing with Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.6 | concerts; liveness; Second Life; Fortnite; Gorillaz; Hatsune Miku; metalepsis | |
Cook, James | Kingdom Come: Deliverance and the Aesthetics of Authenticity | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.2.23 | role-playing game; RPG; authenticity; history; historical; fantasy; Medievalism | |
Cook, Karen | Beyond the Grave: The “Dies Irae” in Video Game Music | Sounding Out! (blog) | 2017 | https://soundstudiesblog.com/2017/12/18/beyond-the-grave-the-dies-irae-in-video-game-music/ | medievalism; chant; dies irae | ||
Cook, Karen | Hearing the Renaissance in Video Games | Lecture Series, "Innovations in Storytelling", 2024 | 2024 | AP | https://digitalcommons.uri.edu/cfh-lectures-2024/6 | medievalism; rennaissance; baroque; history; authenticity; symbolism | |
Cook, Karen M. | Gaming the Medievalist World in Harry Potter | The Oxford Handbook of Music and Medievalism Edited by Meyer, Stephen C; Yri, Kirsten, | 2020 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190658441.001.0001/oxfordhb-9780190658441-e-45 | video games; timbre; Chamber of Secrets; Harry Potter; interactive play; Sorcerer’s Stone | |
Cook, Karen M. | Canon Anxiety? | Journal of Sound and Music in Games, 1 95-99 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/95/2335/Canon-Anxiety | diversity; authority; canon formation; historiography | |
Cook, Karen M. | Medievalism and emotions in video game music | postmedieval, 10 482-497 | 2019 | AP | https://doi.org/10.1057/s41280-019-00141-z | emotion; gothic; history; voice; historical; bell; medievalism; organ; supernatural; textless; wordless | |
Cook, Karen M. | Intro to Video Game Music | Teaching the Game (Volume 1) Edited by Ferdig, Richard E; Baumgartner, Emily; Gandolfi, Enrico, ETC Press | 2021 | AC | education; learning; teaching; pedagogy; course; curriculum; Syllabus | ||
Cook, Karen M. | “The Things I Do for Lust …”: Humor and Subversion in The Bard’s Tale | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge | 2019 | AC | parody; identity; genre; voice; cutscenes; song; medievalism; celtic; folk; Scotland | ||
Cook, Karen M. | Music, History, and Progress in Sid Meier’s Civilization IV | Music In Video Games: Studying Play Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, Routledge | 2014 | AC | Civilization IV; classical music; music history | ||
Cook, Karen M. | Beyond (the) Halo: Chant in Video Games | Studies in Medievalism XXVII: Authenticity, Medievalism, Music Edited by Fugelso, Karl, Boydell & Brewer 183-200 | 2018 | AC | https://www.cambridge.org/core/books/studies-in-medievalism-xxvii/beyond-the-halo-chant-in-video-games/2BE3932F319418100CDAC95EAD4C7681 | medievalism; chant; halo; plainchant | |
Cook, Karen M. | Xandir P. Wifflebottom, Video Game … Hero? | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 79-91 | 2023 | AC | parody; gender; Zelda; television; The Legend of Zelda; earcon; sexuality; comedy; humour | ||
Cook, Karen M. | Medieval sounds, sounding medieval | Playing the Middle Ages: Pitfalls and Potential in Modern Games Edited by Houghton, Robert, London Bloomsbury Academic 75-88 | 2023 | AC | tropes; gender; race; history; voice; medievalism; organ; chant; choir; stereotypes; bells | ||
Cook, Karen M. | 8-Bit Affordances: Jun Chikuma’s Soundtrack to Faxanadu | Music Theory Online, 29 | 2023 | AP | https://mtosmt.org/issues/mto.23.29.3/mto.23.29.3.cook.html | form; 8-bit; sound effects; Nintendo; loops; affordances; coding; Faxanadu; Jun Chikuma; timbral effects | |
Cook, Karen M. | Assassin’s Creed: Ezio Trilogy | The Museum of Renaissance Music: A History in 100 Exhibits Edited by Shephard, Tim; Borghetti, Vincenzo, Turnhout Brepols 439-442 | 2023 | AC | past; chronology; history; lute; fifteenth-century; minstrels | ||
Cook, Karen M. | Playing with Fire (and Other Natural Disasters): The Sounds of Climate Change in Sid Meier's Civilization VI: Gathering Storm | Music and the Moving Image, 16 43-58 | 2023 | AP | https://dx.doi.org/10.5406/19407610.16.3.04 | acoustic ecology; environment; silence; Civilization; climate action; strategy game | |
Cook, Karen M. | Hearing the Renaissance in Video Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.40 | medievalism; Baroque; Renaissance; Middle Ages; symbolism | |
Cook, Karen M. | Stephanie Economou. Assassin's Creed Valhalla: Dawn of Ragnarok. Ubisoft Music, 2022 | Journal of the Society for American Music, 18 | 2024 | AP | https://www.cambridge.org/core/journals/journal-of-the-society-for-american-music/article/abs/stephanie-economou-assassins-creed-valhalla-dawn-of-ragnarok-ubisoft-music-2022/39428D66083AE6C75CC935D77DE72822 | mixing; diegesis; recording; Grammy awards | |
Costello, Brigid Mary | The Rhythm of Game Interactions: Player Experience and Rhythm in Minecraft and Don’t Starve | Games and Culture, 13 807-824 | 2018 | AP | https://doi.org/10.1177/1555412016646668 | rhythm; game design; interaction design; gameplay; player experience; Don’t Starve; game feel; game rhythms; Minecraft; rhythmic experience | |
Costello, Brigid Mary | Rhythmic Entrainment in Games | Serious Games Edited by Marsh, Tim; Ma, Minhua; Oliveira, Manuel Fradinho; Baalsrud Hauge, Jannicke; Göbel, Stefan, Cham Springer International Publishing 220-230 | 2016 | AS | entrainment; rhythm games; serious games | ||
Courcelle, Kevin | Techniques d'écriture musicale dans le J-RPG Exemples de Final Fantasy VII et Final Fantasy VIII | Université de Paris-Est Marne-La-Vallée | 2015 | D, Master's | https://ffmusic.files.wordpress.com/2019/02/courcelle-kevin-technique-dc3a9criture-jrpg-2.pdf | Nobuo Uematsu; FInal Fantasy VII; Final Fantasy VIII; Musical analysis | |
Courcelle, Kevin | Approches narratologiques de la musique des jeux de rôles japonais Final Fantasy | Université Gustave Eiffel | 2022 | D, Doctoral | https://theses.hal.science/tel-04068655 | Final Fantasy; Nobuo Uematsu; Game studies; Narratology | |
Courcelle, Kevin | Where Are the Ancients? The Place of the “Voices of the Lifestream” in Final Fantasy VII | Journal of Sound and Music in Games, 4 54-70 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.54 | narrative; leitmotif; synthesis; voice; music analysis; semantics; Lifestream; vocality | |
Covarrubias Acosta, Sabina | Pour une écriture multimédia dans la composition musicale | Université de Paris 8 | 2016 | D, Doctoral | https://hal.archives-ouvertes.fr/tel-01664506 | ethnomusicology; multimedia; contemporary music; music notation; oral tradition | |
Crathorne, Pieter | Video game genres and their music | University of Stellenbosch | 2010 | D, Master's | https://www.semanticscholar.org/paper/Video-game-genres-and-their-music-Crathorne/e92982c0147629dc8b0a8e99387418c01085d8db | genre; film music; music theory; art music | |
Cunningham, Stuart; Grout, Vic; Picking, Richard | Emotion, Content, and Context in Sound and Music | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 235-263 | 2011 | AC | https://www.igi-global.com/chapter/emotion-content-context-sound-music/www.igi-global.com/chapter/emotion-content-context-sound-music/46795 | emotion; meaning; context; information; content analysis; processing; purpose; Sound artefacts | |
Cury, Mónica Moreira | La música de los videojuegos: modalidades de uso y su relación con el imaginario social. Un estudio sobre la banda sonora del juego "Final Fantasy VI". | University of Chile | 2005 | D, Master's | Final Fantasy VII; function; film music; social implications | ||
Custodis, Michael | Playing with Music – Featuring Sound in Games | Music and Game: Perspectives on a Popular Alliance | 2013 | AC | play; concerts; listening; history; genre; reality; mechanisation | ||
Cutajar, Simon | Automatic Generation of Dynamic Musical Transitions in Computer Games | The Open University | 2020 | D, Doctoral | http://oro.open.ac.uk/69192/ | algorithmic music; composition; generative music; modularity; survey | |
D’Errico, Michael | Worlds of Sound: Indie Games, Proceduralism, and the Aesthetics of Emergence | Music, Sound, and the Moving Image, 9 191-206 | 2015 | AP | https://www.academia.edu/16786750/Worlds_of_Sound_Indie_Games_Proceduralism_and_the_Aesthetics_of_Emergence | generative music; sound design; indie; Proteus; Fract OSC; procedural music | |
D'Errico, Mike | How To Reformat The Planet: Technostalgia And The “Live” Performance Of Chipmusic | Journal on the Art of Record Production, 6 | 2012 | AP | https://www.arpjournal.com/asarpwp/how-to-reformat-the-planet-technostalgia-and-the-%E2%80%9Clive%E2%80%9D-performance-of-chipmusic/ | chiptune; Game Boy; ethnography; Bitshifter; tracker interfaces | |
d'Escriván, Julio | Electronic music and the moving image | The Cambridge Companion to Electronic Music Edited by d'Escrivan, Julio; Collins, Nick, Cambridge Cambridge University Press 156-170 | 2007 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-electronic-music/electronic-music-and-the-moving-image/B58044C9BC27603E48CDC98797421044 | composition; audio design; film music; television music; electronic music | |
d’Escriván, Julio; Collins, Nick | Musical Goals, Graphical Lure and Narrative Drive: VisualAudio in Games | Journal of Visual Culture, 10 238-246 | 2011 | AP | https://doi.org/10.1177/1470412911402896 | music games; learning; audiovisual; education interactivity; rewards; skills | |
Dahan, Julien | La musique de jeux vidéo comme objet d'étude en classe de collège | Éditions universitaires européennes | 2016 | BM | motivation; music education; teenage students | ||
Davies, John J.; Hemingway, Timothy J. | Guitar hero or zero? Fantasy, self-esteem, and deficient self-regulation in rhythm-based music video games | Journal of Media Psychology: Theories, Methods, and Applications, 26 189-201 | 2014 | AP | psychology; rhythm games; fantasy; deficient self-regulation; habit; self-esteem | ||
De Castro, Daniel; Newman, Mike | Quality Video Game Music Scores, Considering the Standards Set, and Personal Reflections | VGMusic | 2007 | ER | https://www.vgmusic.com/information/vgpaper3.html | composition; concerts; aesthetics; music education | |
Deaville, James | Selling Play through Music and Sound: Audiovisual Promotion for Early Consoles, Home Computers, and Games to 1983 | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.36 | Atari; advertising; audiovisual promotional material; commerical soundtracks; Magnavox Odyssey; early game consoles | |
Délécraz, Cyril | Scoring the Original Soundtrack of an Escape Room: Electronic Dance Music Influences in Nobody – Vis et ressens | Journal of Sound and Music in Games, 4 26-71 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.1.26 | creative process; retrofuturism; interactive music; EDM; electronic dance music; automatization; escape room | |
Demers, Joanna | Dancing Machines: 'Dance Dance Revolution', Cybernetic Dance, and Musical Taste | Popular Music, 25 401-414 | 2006 | AP | https://www.jstor.org/stable/3877663 | music games; popular music; Dance Dance Revolution; dance; society; subcultures | |
Denis, Guillame | Jeux video´ educatifs et motivation: application a l’enseignement du jazz | Ecole Nationale Supérieure des Mines | 2006 | D, Doctoral | https://www.cri.ensmp.fr/classement/doc/A-382.pdf | jazz; educational games; motivation theory; Pads'n'Swing; psychology of learning | |
Denis, Guillaume; Jouvelot, Pierre | Motivation-driven educational game design: Applying best practices to music education | ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology | 2005 | AS | https://doi.org/10.1145/1178477.1178581 | education; motivation; learning; educational games; fun; applied computing; performing arts | |
DeRoss, Adam | Sonic Rhetoric and Meaning Making in Video Game Sound Design | United States -- Florida Nova Southeastern University | 2020 | D, Master's | https://www.proquest.com/docview/2440977488/abstract/F432209D51084456PQ/2 | Ludomusicology; Immersion; Dynamic Sound; Performativity; Sonic Rhetoric | |
Deutsch, Stephen | Music for Interactive Moving Pictures | Soundscape: The School of Sound Lectures 1998-2001 Edited by Sider, Larry; Freeman, Diane; Sider, Jerry, London Wallflower Press 28-34 | 2003 | AC | history; film music; transitions; electronic music | ||
Diaz-Gasca, Sebastian | Music Beyond Gameplay: Motivators in the Consumption of Videogame Soundtracks | Queensland Conservatorium of Music, Griffith University | 2013 | D, Undergraduate | https://www.academia.edu/38012287/Music_Beyond_Gameplay_Motivators_in_the_Consumption_of_Videogame_Soundtracks | narrative; nostalgia; themes; fandom; marketing; soundtrack; associations; consumption; sociocultural | |
Diaz-Gasca, Sebastian | Super Smash Covers! Performance and audience engagement in Australian videogame music cover bands | Perfect Beat, 19 51-67 | 2018 | AP | https://journal.equinoxpub.com/PB/article/view/16196 | performance; fan studies; Australian cover bands; Boss Fight; The Consouls | |
Diaz-Gasca, Sebastian | And the Music Keeps on Playing: Nostalgia in Paraludical Videogame Music Consumption | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 46-66 | 2022 | AC | semiotics; concerts; marketing; padaludical consumption; value | ||
Dibben, Nicola | Visualizing the App Album with Björk’s Biophilia | The Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, Oxford University Press 681-704 | 2013 | AC | http://oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-012 | interactivity; Biophilia; multisensory; Björk; music album; music app | |
Dieringer, Joshua | Video Game Music in Libraries | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.1.83 | cataloguing; collection; curation; library; preservation; publication | |
Dittbrenner, Nils | Soundchip-Musik: Computer- und Videospielmusik von 1977–1994 | Osnabrück epOS-Verlag | 2007 | BM | composition; dynamic music; 8-bit; technology; history; chip music; console hardware | ||
Dockwray, Ruth; Collins, Karen | A Symphony of Sound: Surround Sound in Formula One Racing Games | In Paul Théberge; Kyle Devine; Tom Everett (eds.); Living Stereo: Histories and Cultures of Multichannel Sound; New York; London: Bloomsbury | 2015 | AC | https://chesterrep.openrepository.com/handle/10034/605894 | sound effects; racing game; surround sound; Formula One; Low Frequency Effects | |
Dolphin, Andrew | Defining Sound Toys | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-003 | spectromorphology; instruments; generative systems; open work; sound toys | |
Donahue, Chris; Mao, Huanru Henry; McAuley, Julian | The NES Music Database: A multi-instrumental dataset with expressive performance attributes | 19th International Society for Music Information Retrieval Conference; Paris; France; 2018. | 2018 | EA | http://arxiv.org/abs/1806.04278 | composition; performance; emulation; Nintendo; synthesizer; expression; formats | |
Donnelly, K. J. | Emotional Sound Effects and Metal Machine Music: Soundworlds in Silent Hill Games and Films | The Palgrave Handbook of Sound Design and Music in Screen Media: Integrated Soundtracks Edited by Greene, Liz; Kulezic-Wilson, Danijela, London Palgrave Macmillan UK 73-88 | 2016 | AC | https://doi.org/10.1057/978-1-137-51680-0_6 | Silent Hill; film; adaptations; unified soundtracks | |
Donnelly, K. J. | The Triple Lock of Synchronization | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 94-109 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/triple-lock-of-synchronization/85A734ABD5FC367E1E6B9CA2D1E74130 | immersion; Dead Space; synchresis; Gestalt psychology; Quake | |
Donnelly, K. J. | Lawn of the Dead: The Indifference of Musical Destiny in Plants vs. Zombies | Music In Video Games Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, Routledge | 2014 | AC | dynamic music; horror games; anempathetic music; Plants vs. Zombies | ||
Donnelly, K. J.; Gibbons, William; Lerner, Neil | Transcribing Musical Worlds; or, Is L.A. Noire a Music Game? | Music in Video Games Routledge | 2014 | AC | |||
Doucet, Jeanne | Le timbre comme élément signifiant dans la musique de jeu vidéo : le cas de World of Warcraft de Blizzard Entertainment | Université de Montréal | 2017 | D, Master's | https://papyrus.bib.umontreal.ca/xmlui/handle/1866/19205 | musical meaning; psychoacoustic; timbre; World of Warcraft | |
Douglas, J. Yellowlees; Hargadon, Andrew | The pleasures of immersion and engagement: schemas, scripts and the fifth business | Digital Creativity, 12 153-166 | 2001 | AP | https://www.tandfonline.com/doi/full/10.1076/digc.12.3.153.3231 | immersion; aesthetics; engagement; flow; navigation; interface design; schema theory | |
Douglass, Jason Cody; Denison, Rayna | Looking Forward, Turning Back: Ni no Kuni as a Renegotiation of the Animēshon Concept | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 188-201 | 2023 | AC | nostalgia; worldbuilding; JRPG; media mix; OST; animēshon; Level-5; Studio Ghibli; isekai; remaster; print media; gaming platform | ||
Dozal, Mario A. | Consumerism Hero: The "Selling Out" of Guitar Hero and Rock Band | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | Guitar Hero; Rock Band; authenticity; rock; political economy; rhythm game; commodification; conspicuous consumption | ||
Drescher, Peter | Could ringtones be more annoying? 1 | In Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 47-54 | 2008 | AC | technology; customization; future; MP3; sonic quality; transfer | ||
Driscoll, Kevin; Diaz, Joshua | Endless loop: A brief history of chiptunes | Transformative Works and Cultures, 2 | 2009 | AP | https://journal.transformativeworks.org/index.php/twc/article/view/96 | 8-bit; participatory culture; sampling; demo scene | |
Droumeva, Milena | An acoustic communication framework for game sound: Fidelity, verisimilitude, ecology | In Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 131-152 | 2010 | AC | culture; soundscapes; ecology; communication; acoustic communities; acoustic realism; attentional stances; Fidelity; listening modes; patterns of listening; verisimilitude | ||
Duby, Marc | Of Guitar Heroes and Rocksmiths: Guitars, Games, and Affordance Theory | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.44 | guitar; ecological psychology; musicality; affordance theory; electric guitar | |
Dupas, François-Xavier | Composer à l'image : style, production et interactivité | Université de Montréal | 2017 | D, Doctoral | https://papyrus.bib.umontreal.ca/xmlui/handle/1866/19570 | composition; interactivity; integration; generativity; momentum; multimedia; picture | |
Duysburgh, PIeter; Slegers, Karin; Mouws, Karen; Nouwen, Marije | Playful Sounds From The Classroom: What Can Designers of Digital Music Games Learn From Formal Educators? | Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems New York, NY, USA Association for Computing Machinery | 2015 | AS | https://dl.acm.org/doi/10.1145/2702613.2732832 | music education; interviews; design inspiration; digital music games; observation; stimulated recall | |
Dwyer, Lyne | Sex and the City: A Sonic Analysis of Sex Work and Socioeconomic Class in Watch Dogs 2 | Game Studies, 22 | 2022 | AP | http://gamestudies.org/2202/articles/gap_dwyer?fbclid=IwAR0MmCM7q_8s2CJV4714im0tB2HmuQb0ukHwUhFV-tzO1efRmuhWUR_fuQY | soundscape; sound studies; class; sex work; socioeconomic class; soundwalking; Watch Dogs | |
Egozy, Eran | Approaches to Musical Expression in Harmonix Video Games | Mathemusical Conversations, edited by Jordan Smith, Elaine Chew and Gérard Assayag, World Scientific 20-36 | 2016 | AC | http://www.worldscientific.com/doi/abs/10.1142/9789813140103_0002 | ||
Ekman, Inger | A Cognitive Approach to the Emotional Function of Game Sound | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-012 | narrative; emotion; embodied cognition; affect; nonmusical sound | |
Ekman, Inger; Lankoski, Petri | Hair-Raising Entertainment: Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame | In Bernard Perron (ed); Horror Video Games: Essays on the Fusion of Fear and Play (Jefferson; NC: McFarland & Co); 181-199. | 2009 | AC | emotion; perception; Fatal Frame; Silent Hill 2; threat | ||
Elkins, Alan | Penultimate Fantasies: Compositional Precedents in Uematsu's Early Works | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 181-205 | 2022 | AC | formal analysis; Home computing; King's Knight Special; looping; role-playing games; RPGs; Square | ||
Ellis, James | On the Trail of a Nostalgic Adventure: Identifying and Analyzing the Nostalgic Potential of Video Game Music in the Context of the Pokémon Franchise | Journal of Sound and Music in Games, 3 77-114 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.77 | RPGs; franchise; analysis; childhood brand nostalgia; gesture; Pokemon | |
Enns, Mack | Game Scoring: Towards a Broader Theory | The University of Western Ontario (Canada) | 2015 | D, Master's | https://www.proquest.com/docview/2700377426/abstract/C34DAA9A5E664CF1PQ/1 | Musicology; Aesthetics; Computer science; Software; Acoustics; Altitude; Collaboration; Computer & video games; Design; Interactive media; Music; Names; Sound | |
Enns, Mack | Becoming Official: DJing, Celeste, and Advanced Audio Modding for Non-Programmers | Journal of Sound and Music in Games, 4 46-69 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.2.46 | game audio modding; DJing; game scoring; audio programming | |
Erbe, Marcus | Review: Performing Bytes: Musikperformances der Computerspielkultur, by Melanie Fritsch | Journal of Sound and Music in Games, 1 68-70 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/3/68/110664/Review-Performing-Bytes-Musikperformances-der | ludomusicology; music games; performativity; musicking; gameplay; embodiment; Melanie Fritsch; performances of game music; Performing Bytes; theatre studies | |
Erbe, Marcus | Mundane Sounds in Miraculous Realms: An Auditory Analysis of Fantastical Games | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 125-146 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_7 | fantastical games; mundane | |
Escher, Tobias | Of home keys and music style guides: Orchestral scores for Tolkien-based video games | In Music in Tolkien’s Work and Beyond, ed. Julian Eilmann and Friedhelm Schneidewind (Zürich: Walking Tree) | 2019 | AC | adaptation; franchise; Lord of the Rings; style; worldbuilding | ||
Evans, Richard | Analyzing and Designing Dynamic Music Systems for Games | University of York | 2019 | D, Doctoral | https://etheses.whiterose.ac.uk/27365/ | composition; modularity; adaptive music; dynamic music; Halo; Tomb Raider; Dark Souls; granularity | |
Ey, Mike; Pietruch, Joe; Schwartz, David I. | "Oh-No! Banjo": a case study in alternative game controllers | Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology; pp.215-218 | 2010 | AS | interface; music; instrument; banjo; controller | ||
Eyles, Mark; Pinchbeck, Dan | Playful Ambience | DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play | 2011 | AS | http://www.digra.org/wp-content/uploads/digital-library/11313.00260.pdf | gamification; ambience; ambient music; Brian Eno; design research; phenomenology | |
Fadhila, Detri Hasna; Milyartini, Rita; Gunawan, Iwan | Persepsi Musik Pemain Rhythm Game Bang Dream! Girls Band Party | SWARA - Jurnal Antologi Pendidikan Musik, 1 1-9 | 2021 | AP | https://ejournal.upi.edu/index.php/antomusik/article/view/32869 | music games; psychology; rhythm; Indonesia; music perception | |
Farmer, Will | Review: Authenticity in the Music of Video Games, by Stephanie Lind | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.2.116 | authenticity; review; history; medievalism; Stephanie Lind | |
Farnell, Andy | Behaviour, Structure and Causality in Procedural Audio1 | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 313-339 | 2011 | AC | https://www.igi-global.com/chapter/behaviour-structure-causality-procedural-audio1/www.igi-global.com/chapter/behaviour-structure-causality-procedural-audio1/46798 | interactivity; real-time; virtual world; commercial; computation; historical; philosophical; Procedural audio; sound synthesis; technological | |
Farnell, Andy | An introduction to procedural audio and its application in computer games | Self Published | 2007 | composition; perception; procedural audio; technology | |||
Farrell, Natalie | K. K. COVID-19: Temporality, Trauma, and the Animal Crossing: New Horizons Soundtrack | Journal of Sound and Music in Games, 3 1-28 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.4.1 | audience; reception; temporality; COVID-19; pandemic; Animal Crossing; trauma theory | |
Faure-Grise, Fabrice | Améliorer l’UX des jeux mobiles en réalité augmentée : recommandations pour la modélisation du son | École Normale Supérieure de Lyon (ENSL) | 2018 | D, | https://drive.google.com/file/d/120hmP8eN1F_GtmISfJsILJfBHu7hm-Z3/view?usp=sharing&usp=embed_facebook | mobile games; augmented reality; UX design | |
Fay, Todd | DirectX 9 Audio Exposed: Interactive Audio Development | Plano, Tex Wordware Publishing Inc. | 2003 | BM | composition; technology; audio design; middleware; DirectMusic | ||
Ferguson, Brent | Music Theory Examples in Video Game Music | Journal of Music Theory Pedagogy, 34 | 2020 | AP | https://digitalcollections.lipscomb.edu/jmtp/vol34/iss1/12 | education; music theory; pedagogy; teaching; transcription | |
Ferguson, Brent | Who on Earth Is Carmen Sandiego?: Two Case Studies in Aural Identity | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa; Laws-Nicola, T.J., New York Routledge 92-103 | 2023 | AC | exoticism; Mozart; feminism; gaze | ||
Ferguson, Brent; Laws-Nicola, T.J. | Playing Music Vidoes: Three Case Studies of Interaction Between Performing Videogames and Remembering Music Videos | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 186-205 | 2022 | AC | music games; idol; karaoke; Omega Quintet; rhythm games; Rhythm Heaven; Yakuza | ||
Fernández-Cortés, Juan Pablo | Ludomusicology: Normalizing the Study of Video Game Music | Journal of Sound and Music in Games, 2 13-35 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.4.13 | ludomusicology; interactivity; immersion; Video games; performativity; sound; diegesis; game musical literacy | |
Fernandez, Sabino | Collection Development and Acquisitions of Video Game Music at the University of North Texas | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.2.112 | audio; books; acquisitions; collection development; library; music library; recordings; scores | |
Ferrandino, Matthew | Chiptunes to Cartoons: Video Game Aesthetics in the Plot and Sound World of Adventure Time! | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 163-174 | 2023 | AC | narrative; nostalgia; Game Boy; timbre; chiptunes | ||
Ferreira, Emmanoel; Filho, Jorge Cardoso | Playing (with) the Music: Jogo e Apropriação na Cena Musical Chiptune | Journal of Digital Media & Interaction, 2 | 2019 | AP | https://proa.ua.pt/index.php/jdmi/article/view/8037 | ludomusicology; interactivity; immersion; Video games; performativity; sound; diegesis; game musical literacy | |
Ferreira, Lucas; Whitehead, Jim | MTG: Context-Based Music Composition for Tabletop Role-Playing Games | Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 13 286-288 | 2017 | AP | https://ojs.aaai.org/index.php/AIIDE/article/view/12914 | algorithmic music composition; narratives; natural language processing; tabletop role-playing games | |
Fleshner, Nathan | Pitching the Rhythm: Music Games for the iPad | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | composition; music games; rhythm; music theory; Soundrop; Groove Coaster; iPad; Tone Sphere | ||
Foison, Fabrice | La narrativité musicale dans Final Fantasy VII | Paris CRR de Paris | 2013 | D, Master's | Final Fantasy; Nobuo Uematsu; narrativity | ||
Fournier, Nicolas | L'interaction sonore dans le jeu vidéo | Paris Ecole nationale supérieure Louis Lumière | 2011 | D, Master's | |||
Franco-Rogelio, Christophe | Le Roi est nu! La musique au sein des jeux vidéo à monde ouvert | Université d'Aix-Marseille | 2018 | D, Master's | interactive music; game design; gameplay; adaptative music; integration; narrative environment; open world | ||
Franklin, Janice L. | Video Game Audio : Music? | AAA TAC : Acoustical Arts and Artifacts : Technology, Aesthetics, Communication, 1 1000-1012 | 2004 | AP | https://www.torrossa.com/en/resources/an/2241391 | perception; dymamic music; interviews; journalism; reviews | |
Freitas, Joana | A (Silent) Game of Words: Notes on Jeremy Soule’s Accusations and the Elder Scrolls Online Community | Journal of Sound and Music in Games, 3 50-59 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.1.50 | fandom; engagement; online communities; Jeremy Soule; sexism | |
Freitas, Joana | Kill the Orchestra: On Music, Mods, and Immersion in The Elder Scrolls on the Nexus Mods Platform | Journal of Sound and Music in Games, 2 22-41 | 2021 | AP | immersion; realism; soundtrack; fans; cybercommunities; mods; playbour | ||
Freitas, Joana | From epic fail to epic music: music, silence and failure on 'Dark Souls 3' | Journal of Sound, Silence, Image and Technology, 3 55-74 | 2020 | AP | http://jossit.tecnocampus.cat/index.php/jossit/article/view/24 | Soundscapes; Dark Souls; Epic; Failure; Transdiegetic | |
Friberg, Johnny; Gärdenfors, Dan | Audio Games: new perspectives on game audio | Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology | 2004 | AS | perception; game design; audio design; audio games; Mudsplat; Tim's Journey; X-tune | ||
Fritsch, Melanie | Live Performance Games? – Musikalische Bewegung sehen, hören und spielen. | Bewegungen zwischen Hören und Sehen: Denkbewegungen über Bewegungskünste Edited by Schroedter, Stephanie, Würzburg Königshausen & Neumann 609-624 | 2012 | AC | https://www.academia.edu/1969851/_Live_Performance_Games_Musikalische_Bewegung_sehen_h%C3%B6ren_und_spielen_ | ||
Fritsch, Melanie | History of Video Game Music | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 14916 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_1 | Rock Band; Sound Effect; Background Music; Musical Instrument Digital Interface; Video Game Industry | |
Fritsch, Melanie | Performing Bytes: Musikperformances der Computerspielkultur | Würzburg Königshausen & Neumann | 2018 | BM | ludomusicology; performance; Nobuo Uematsu; performativity; history; theory; chip music; fan studies; Final Fantasy VI; GameFilk; Geemu Ongaku; Japan; Koji Kondo; Super Mario Bros; Tetsuya Mizuguchi | ||
Fritsch, Melanie | Musik und Computerspiele, oder: Wie das »Ludo-« in die Musikologie kam | Christoph Hust (ed.): Digitale Spiele Interdisziplinäre Perspektiven zu Diskursfeldern, Inszenierung und Musik, Bielefeld 2018, pp. 385-396, | 2018 | AP | https://www.academia.edu/34915129/Musik_und_Computerspiele_oder_Wie_das_Ludo_in_die_Musikologie_kam | performance; overview; history; theory | |
Fritsch, Melanie | Musik | Game Studies Edited by Beil, Benjamin; Hensel, Thomas; Rauscher, Andreas, Wiesbaden Springer Fachmedien 87-107 | 2018 | AC | https://doi.org/10.1007/978-3-658-13498-3_5 | composition; overview; history; introductoin; Left 4 Dead | |
Fritsch, Melanie | Worlds of Music: Strategies for Creating Music-based Experiences in Videogames | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-010 | narrative; rhythm games; Vib-Ribbon; experience; virtual world; Brütal Legend; Eternal Sonata; gameplay pattern; gestalt theory | |
Fritsch, Melanie | Heroines Unsung: The (Mostly) Untold Story of Female Japanese Game Music Composers | Women's Music for the Screen Routledge | 2021 | AC | chiptune; Japan; Junko Ozawa; geemu ongaku; Mieko Ishikawa | ||
Fritsch, Melanie | Game – Music – Performance: Introducing a Ludomusicological Theory and Framework | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 238-262 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-performance-introducing-a-ludomusicological-theory-and-framework/E1E4F5D6C66CB298BA87CBAF15E220E1 | Chipmusic; Ludomusicology; Performativity; Embodiment; Game feel; Gestalt theory; Literacy; Music as performance; Musicking | |
Fritsch, Melanie | “It’s a me, Mario!” – Playing With Video Game Music | Equinox eBooks Publishing, 92-115 | 2016 | AP | https://journals.equinoxpub.com/books/article/view/23906 | fandom; literacy; participatory culture; Super Mario Bros.: The 8-Bit Opera | |
Fritsch, Melanie | Beat it!--Playing the "King of Pop" in Video Games | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | Michael Jackson; Michael Jackson's Moonwalker; performance studies; stardom | ||
Fritsch, Melanie | Editorial 2011/2: Musik spielen - Computerspiele und Musik | ACT, 2 | 2011 | AP | https://www.act.uni-bayreuth.de/de/archiv/2011-02/01_editorial/index.html | Scott Pilgrim vs. the World; history; Civilization IV; Video Games Live; awards | |
Fritsch, Melanie | Playground Disco: Playing with Clubs and Aspects of Club Culture in Digital Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.31 | space; disco; club; clubbing; ludic possibility; experiential opportunity | |
Fritsch, Melanie; Rietveld, Hillegonda C. | Editorial Introduction: Synergies between Game Music and Electronic Dance Music in Cultural Context | Journal of Sound and Music in Games, 4 45139 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.1.1 | chip music; sampling; EDM; electronic dance music; virtual clubs | |
Fritsch, Melanie; Summers, Tim | Beyond the Game: Introduction | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 389-423 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/beyond-the-game/8B8E763F763E806FD7345655FA1D89D4 | education; concerts; fandom; franchise; participatory culture; adaptations; album; Haruomi Hosono; arrangements; Mario Paint; OST; soundtracks | |
Fritsch, Melanie; Summers, Tim | Game Music, Contexts and Identities: Introduction | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 319-388 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-contexts-and-identities/347C17CA2B3BFD72633E9F9BB1CBB532 | geography; gender; race; identity; disability; classical music; folk music; class; medieval music; poltics | |
Fritsch, Melanie; Summers, Tim | Realities, Perception and Psychology: Introduction | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 263-318 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/realities-perception-and-psychology/D008BF76E22E793BF4F1CB6195E6925E | worldbuilding; realism; virtuality; history; acoustic ecology; Immersion; kinesonic synchresis; physiology; gameworld; Landscape; presence | |
Fritsch, Melanie; Summers, Tim | Analytical Approaches to Video Game Music: Introduction | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 131-262 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/analytical-approaches-to-video-game-music/0FE35CBA1183C30C3EA02059534C4B0A | modularity; music games; play; thematic analysis; listening; film music; topic theory; harmonic analysis | |
Fritsch, Melanie; Summers, Tim | Creating and Programming Game Music: Introduction | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 59-130 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/creating-and-programming-game-music/4B4D0373AF8AF719820B38C9C901AD79 | composition; adaptive music; dynamic music; production; implementation; interactive music; genre; loops; layers; programming | |
Fritsch, Melanie; Summers, Tim | Chiptunes: Introduction | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 21306 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/chiptunes/BD0891D403839A9054CA9A9802EBE9E0 | chips; emulation; soundchip; preservation; demoscene; Chris Hülsbeck; hardware; homebrew; Programmable sound generators (PSG); Tomohiro Nishikado | |
Fritsch, Melanie; Summers, Tim | Introduction | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 45017 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/introduction/2D5C05A94C89547DB7355E177214D291 | chips; emulation; soundchip; preservation; demoscene; Chris Hülsbeck; hardware; homebrew; Programmable sound generators (PSG); Tomohiro Nishikado | |
Fullam, Donal | The Avant-Garde Roots of Video Game Music and Algorithmic Culture | Cinéma & Cie. Film and Media Studies Journal, 19 | 2019 | AP | https://riviste.unimi.it/index.php/cinemaetcie/article/view/16178 | modularity; avant-garde; capitalism; consumerism; democratic surround; Fred Turner | |
Furlong, Cian | Computer Game Music - A Multifunctional Medium | University College Dublin | 2006 | D | composition; marketing; Super Mario Bros.; function; film music | ||
Gallacher, Susan | The Sounds of Skyrim: A Musical Journey Through Gaming | The Digital Evolution of Live Music Edited by Cresswell, Angela; Bennett, Rebecca Jane, Waltham, MA Chandos 99-106 | 2015 | AC | Elder Scrolls; liveness; Skyrim | ||
Gallagher, Rob | “All the Other Players Want to Look at My Pad”: Grime, Gaming, and Digital Identity | G|A|M|E Games as Art, Media, Entertainment, 1 | 2017 | AP | https://www.gamejournal.it/?p=3150 | identity; gamer culture; Grime; masculinities; sampling | |
Galloway, Kate | Decolonizing Game Audio and Approaching Sound in Digital Storytelling | Sonic Identity at the Margins Edited by Love, Joanna; Fillerup, Jessie, New York Bloomsbury 113-134 | 2022 | AC | https://www.bloomsburycollections.com/book/sonic-identity-at-the-margins/ch6-decolonizing-game-audio-and-approaching-sound-in-digital-storytelling?from=search | storytelling; mobile games; Alaska; communities; cultural ownership; Elizabeth LaPensee; Honour Water; indigenization; indigenous culture; indigenous media; Invaders; Never Alone; repatriation | |
Galloway, Kate | Rewind, revisit, relisten: Transport, spatial displacement and mixtape environments in Small Radios Big Televisions | The Soundtrack, 11 99-118 | 2020 | AP | soundscape; failure; analogue and digital technology; magnetic tape; materiality; mixtape; Small Radios Big Televisions | ||
Galloway, Kate | Soundwalking and the Aurality of Stardew Valley: An Ethnography of Listening to and Interacting with Environmental Game Audio | Music in the Role-Playing Game: Heroes & Harmonies Edited by Gibbons, William; Reale, Steven, Routledge | 2019 | AC | performance; immersion; listening; fidelity; environments; soundscape; ecology; reality; Andra McCartney; farming; Hildegard Westerkamp | ||
Galloway, Kate | Climate Games, the Blue Humanities, and Listening to the Deep-Sea Ecosystems in Games in a Time of Ecological Crisis | AMP: American Music Perspectives, 2 139-157 | 2021 | AP | https://dx.doi.org/10.5325/ampamermusipers.2.2.0139 | sound design; game environments; ecomusicology; posthumanism; blue humanities | |
Galloway, Kate | So You're Going on a “Short” Hike? Sensory Awareness and Listening to Ecoregions in A Short Hike | Music and the Moving Image, 16 24-42 | 2023 | AP | https://dx.doi.org/10.5406/19407610.16.3.03 | listening; place; soundscape; environment; ecology; nature; texture; region | |
Galloway, Kate | Introduction: Listening to/with Game Worlds | Music and the Moving Image, 16 3-4 | 2023 | AP | https://doi.org/10.5406/19407610.16.3.01 | environment; introduction; Mario Kart; Listening | |
Galloway, Kate | Indigenous-Designed Pixels, Circuits, and Game Music and Sound | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.27 | history; culture; representation; language; indigenous; stereotype; re-presentation | |
Ganiti, Aikaterini; Politopoulos, Nikolaos; Tsiatsos, Thrasyvoulos | The Impact of Background Music on an Active Video Game | In Interactive Mobile Communication Technologies and Learning: Proceedings of the 11th IMCL Conference. Michael E. Auer; Thrasyvoulos Tsiatsos (eds.) | 2018 | AS | emotions; background music; Kinect; Tennis Attack | ||
Garner, Tom A. | Sound, Extended Reality, and the Cinematic-Interactive Dichotomy | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.37 | cinema; extended reality; XR; cinematic sound; integrative design; cinematic-interactive dichotomy | |
Garner, Tom A. | A Functional Approach to the Psychology of Video Game Sound | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.22 | psychology; cognition; audio design; emergence; auditory perception; systems; sound function | |
Garner, Tom A.; Grimshaw, Mark | Sonic Virtuality: Understanding Audio in a Virtual World | The Oxford Handbook of Virtuality Edited by Grimshaw, Mark, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-041 | virtuality; acoustic ecology; embodied cognition; imagination; reality | |
Gaudy, Thomas | Etude et développements de jeux vidéo sonores accessibles aux personnes aveugles | Conservatoire National des Arts et Métier | 2008 | D, Doctoral | https://cedric.cnam.fr/fichiers/RC1584.pdf | directives; earcones; grip; sound games; visual impairment | |
Genvo, Sébastien; Pignier, Nicole | Comprendre les fonctions ludiques du son dans les jeux vidéo | Communication. Information médias théories pratiques, | 2011 | AP | https://journals.openedition.org/communication/1845 | semiotics; film theory; intermediality | |
Gersic, Thomas E. | Playing and the Past: Toward a New Sound for Games | Playing the Past: History and Nostalgia in Video Games Edited by Whalen, Zach; Taylor, Laurie N., Nashville Vanderbilt University Press 145-163 | 2008 | AC | generative music; sound design; Alfred Hitchcock; DAW; diegetic sound effects; Resident Evil 0 | ||
Ghazarian, Danielle Armen | The tuning of the World...of Warcraft! : the immersive potential of videogame audio | Carleton University | 2011 | D, Master's | https://curve.carleton.ca/a804d41f-8e71-41f2-a050-4d03ac03b162 | immersion; MMORPG; environment; flow | |
Gibbons, William | Unlimited Replays: Video Games and Classical Music | New York, NY Oxford University Press | 2018 | BM | BioShock: Infinite; Chopin; Civilization IV; classical music | ||
Gibbons, William | Blip, bloop, bach? Some uses of classical music on the nintendo entertainment system | Music and the Moving Image, 2 40-52 | 2009 | AP | https://go.gale.com/ps/i.do?p=AONE&sw=w&issn=19407610&v=2.1&it=r&id=GALE%7CA219656763&sid=googleScholar&linkaccess=abs | composition; Handel; NES; classical music; Bach; Battle of Olympus; Captain Comic; Folk Tunes; imagery; Mozart; Pirates!; politics; pre-existing music; Tchaikovsky; Tetris | |
Gibbons, William | The Problem with Players: A Response to Jonathan Godsall | Journal of Sound and Music in Games, 1 116-118 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/116/2327/The-Problem-with-PlayersA-Response-to-Jonathan | borrowing; classical music; Unlimited Replays; William Gibbons; Jonathan Godsall; model reader; player experience | |
Gibbons, William | Rewritable Memory: Concerts, Canons, and Game Music History | Journal of Sound and Music in Games, 1 75-81 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/75/2332/Rewritable-Memory-Concerts-Canons-and-Game-Music | narrative; canon; concert; orchestra; Video Games Live | |
Gibbons, William | The Sounds in the Machine: Hirokazu Tanaka’s Cybernetic Soundscape for Metroid | The Palgrave Handbook of Sound Design and Music in Screen Media: Integrated Soundtracks Edited by Greene, Liz; Kulezic-Wilson, Danijela, London Palgrave Macmillan UK 347-359 | 2016 | AC | https://doi.org/10.1057/978-1-137-51680-0_24 | sound design; NES; art music; Forbidden Planet; Metroid | |
Gibbons, William | Open Worlds: Globalization, Localization and Video Game Music | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 359-375 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/open-worlds-globalization-localization-and-video-game-music/E47FBC2FFF9937592B18EF89D281EAFF | demographics; Japan; Gran Turismo; cultural erasure; Katamari Damacy; Motoi Sakuraba; mukokuseki; regions; Tales (series); translation | |
Gibbons, William | Song and the Transition to “Part-Talkie” Japanese Role-Playing Games | Music in the Role-Playing Game Edited by Gibbon, William; Reale, Steven, Routledge, 9-20 | 2019 | AC | JRPG; silent film; voice; cinema; song; Grandia II; Lunar; Noriyuki Iwadare | ||
Gibbons, William | Little harmonic labyrinths: Baroque musical style on the Nintendo Entertainment System | Recomposing the Past Edited by Cook, James; Kolassa, Alexander; Whittaker, Adam, Routledge | 2018 | AC | aesthetics; Dragon Warrior; Nintendo Entertainment System; medievalism; baroque music | ||
Gibbons, William | Music, Genre, and Nationality in the Postmillennial Fantasy Role-Playing Game | The Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge, 412-427 | 2017 | AC | narrative; Nobuo Uematsu; RPG; JRPG; Elder Scrolls; Inon Zur; The Witcher; Koichi Sugiyama; Jeremy Soule; game type | ||
Gibbons, William | Remixed Metaphors: Manipulating Classical Music and Its Meanings in Video Games | In Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox), 198-222 | 2016 | AP | https://journals.equinoxpub.com/books/article/view/23909 | classical music; Fez; Boom Boom Rocket; Catherine; Gyruss | |
Gibbons, William | Wrap Your Troubles in Dreams: Popular Music, Narrative, and Dystopia in Bioshock | Game Studies, 11 | 2011 | AP | http://gamestudies.org/1103/articles/gibbons | narrative; perception; licensed music; popular music; Bioshock; irony | |
Gibbons, William | Foreword: Dear Friends | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect xv-xvii | 2022 | AC | Final Fantasy; Nobuo Uematsu; Xennial | ||
Gibbons, William | Wandering Tonalities: Silence, Sound, and Morality in Shadow of the Colossus | Music In Video Games: Studying Play Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, New York; London Routledge 122-137 | 2014 | AC | Shadow of the Colossus; dynamic music; silence | ||
Gibbons, William | “Have You Played Atari Today?”: Music and Audience in an Early Video Game Advertising Campaign | The Oxford Handbook of Music and Advertising Edited by Deaville, James; Tan, Siu-Lan; Rodman, Ron, Oxford University Press | 2021 | AC | https://doi.org/10.1093/oxfordhb/9780190691240.013.11 | marketing; demographics; television; Atari; advertising; adverts; jingle; lyrics | |
Gibbons, William | Ludomusical Autobiography and the Indie Composer-Developer | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.23 | narrative; game music composition; indie development; solo developer; ludomusical autobiography | |
Gibbons, William | Ode to Joysticks: Canonic Fantasies and the “Beethoven of Video Game Music” | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.7 | composition; Nobuo Uematsu; attention; Beethoven; canonization | |
Gibbons, William; Grasso, Julianne | "And So It Goes, On and On": Repetition in the Music of Final Fantasy | The Psychology of Final Fantasy: Surpassing the Limit Break Edited by Bean, Anthony, Leyline Publishing | 2020 | AC | structure; form; repetition | ||
Gibbons, William; Grimshaw-Aagaard, Mark | Introduction: A Hub World for Game Audio | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.54 | cognition; analysis; theory; introduction; interactive audio; approaches; disciplinarity; studies | |
Gibson, Dylan Lawrence | Mechanical and artificial ‘nü-horror metal’: The film music of Resident Evil | Metal Music Studies, 8 | 2022 | AP | film music; topic theory; horror; Resident Evil; Marilyn Manson; Marco Beltrami; process music; nü-metal; nü-horror | ||
Gilbert, Jean-Michel | Algorithmes de génération de musique pour application dans les jeux vidéo | University of Quebec at Chicoutimi | 2008 | D, Master's | https://constellation.uqac.ca/198/ | algorithm; computing; mathematics; procedural generation | |
Godsall, Jonathan | Unlimited Replays: Video Games and Classical Music, by William Gibbons | Journal of Sound and Music in Games, 1 113-115 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/113/2325/Unlimited-Replays-Video-Games-and-Classical-Music | borrowing; film music; classical music; art; BioShock; game music; player; Unlimited Replays; William Gibbons | |
Gold, Kevin; Olivier, Alex | Using Machine Translation to Convert Between Difficulties in Rhythm Games | Proceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment | 2010 | AS | difficulty; guitar hero; heuristics; neural network | ||
Golding, Dan | Finding Untitled Goose Game’s Dynamic Music in the World of Silent Cinema | Journal of Sound and Music in Games, 2 1-16 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.1.1 | dynamic music; Claude Debussy; Mickey-Mousing; musical adaptation; silent cinema; Untitled Goose Game | |
Goodwin, Simon | Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality | New York, NY Routledge | 2019 | BM | sound design; implementation; VR; interactive audio; sound field | ||
Gower, Lily; McDowall, Janet | Interactive music video games and children's musical development | British Journal of Music Education, 29 91-105 | 2012 | AP | https://www.cambridge.org/core/journals/british-journal-of-music-education/article/abs/interactive-music-video-games-and-childrens-musical-development/1982E4EE108C74C318C68FD3166F6A5C | education; teaching; school; classroom; curriculum | |
Graakjær, Nicolai Jørgensgaard | ‘Listen to the atmosphere!’: On spectator sounds and their potentially disruptive role in a football simulation video game | The Soundtrack, 11 39-55 | 2020 | AP | sound design; television; FIFA; spectator sounds; sports | ||
Graakjær, Nicolai Jørgensgaard | Simulating Sounds of Spectators: On the Structure, Function, and Realism of Spectator Sounds in a Sports Video Game | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.47 | authenticity; FIFA; reality; realism; football; soccer; spectator; expectation | |
Graham, Kevin; Schofield, Damian | Rock god or game guru: Using Rocksmith to learn to play a guitar | Journal of Music, Technology and Education, 11 65-82 | 2018 | AP | education; learning; music; Rocksmith; guitar; skills; playing | ||
Granier, Emma | Influence de la musique dans le succès des jeux vidéos, en France depuis 1990 | France Université Sorbonne Nouvelle-Paris 3 | 2013 | D, Master's | 1990's games; cultural mediation; France; success | ||
Grasso, Julianne | On Canons as Music and Muse | Journal of Sound and Music in Games, 1 82-86 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/82/2333/On-Canons-as-Music-and-Muse | concerts; fandom; remix; The Legend of Zelda; canons | |
Grasso, Julianne | Video Game Music, Meaning, and the Possibilities of Play | The University of Chicago | 2020 | D, Doctoral | ludomusicology; play; magic circle; meaning; embodiment; ecological psychology; music cognition; affect; conceptual blending; ludonarrative | ||
Grasso, Julianne | Review: The Cambridge Companion to Video Game Music, edited by Melanie Fritsch and Tim Summers | Journal of Sound and Music in Games, 3 150-153 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.150 | ludomusicology; education; overview; introduction; review; reference | |
Grasso, Julianne | Music in the Time of Video Games: Spelunking Final Fantasy IV | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge, 97-116 | 2019 | AC | narrative; storytelling; structure; repetition; battle; time; JRPG; chronology; temporality; navigation; harmony; harmonic structure; turn | ||
Grasso, Julianne | Music, Mediation, Memory: Theatrhythm Final Fantasy | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 236-257 | 2022 | AC | nostalgia; game mechanics; re-experienced memories; remediation | ||
Grasso, Julianne | Ludomusical Narrativity: Sound and Music as Structures of Play | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.12 | musicology; ludonarrative; ludic space; narrativization; enaction | |
Greenfield-Casas, Stefan | Uematsu's Postgame: The Music of Final Fantasy in the Concert Hall | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 291-311 | 2022 | AC | storytelling; arranging; concerts; Distant Worlds; Final Fantasy X Piano Concerto; Final Symphony; transcribing | ||
Greenfield-Casas, Stefan | On Musical Memories, Monuments, and Museums: Review of Final Fantasy VII Remake Orchestral Arrangement Album | Journal of Sound and Music in Games, 4 168-176 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.168 | canon; curation; adaptation; soundtrack; orchestral; rearrangement | |
Greenfield-Casas, Stefan | Video Games Alive: Ludic Liveness and (Re)Playful Listenings in Video Game Music Concerts | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.45 | fandom; listening; liveness; replay value; experience; game music concert | |
Greenfield-Casas, Stefan X. | Between worlds : musical allegory in Final Fantasy X | The University of Texas at Austin | 2017 | D, Master's | https://repositories.lib.utexas.edu/handle/2152/62763 | Final Fantasy; Nobuo Uematsu; hyperreal; simulation; tonality; antitheism; Kingdom Hearts; replay value | |
Greenfield-Casas, Stefan X. | Quick Takes — Playing with Time in The Zodiac Age | AMS Musicology Now | 2017 | https://musicologynow.org/quick-takes-playing-with-time-in-the-zodiac-age/ | Final Fantasy; temporality; Bakhtin; boss battles; chronotope; grinding; Hitoshi Sakimoto | ||
Grethe, Mitchell; Andrew, Clarke | Videogame Music: chiptunes byte back? | DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play | 2007 | AS | http://www.digra.org/wp-content/uploads/digital-library/07311.12224.pdf | chiptune; subculture; 8-bit music | |
Grimshaw-Aagaard, Mark | A Step Back from Reality: Sound and Presence in Computer Games and Other Worlds | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 269-283 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/step-back-from-reality-sound-and-presence-in-computer-games-and-other-worlds/F3EB0BA5CC209A04F6A800CFD5781878 | immersion; perception; hearing; simulation; fidelity; virtuality; environment; localization; audition; psychoacoustics | |
Grimshaw-Aagaard, Mark | The Importance of Sound to the Formation of Presence | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.13 | immersion; perception; environment; presence; externality | |
Grimshaw-Aagaard, Mark | Video Game Sound Design and the Fetish of Realism | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.24 | marketing; authenticity; fidelity; realism; verisimilitude | |
Grimshaw-Aagaard, Mark | Ambiguity and Vagueness in Video Game Sound | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.19 | sound design; perception; realism; ambiguity; vagueness; linguistics | |
Grimshaw, Mark | Playing with sound: The role of music and sound effects in gaming | The Psychology of Music in Multimedia Edited by Tan, Siu-Lan; Lipscomb, Scott D.; Cohen, Annabel J.; Kendall, Roger A., Oxford Oxford University Press | 2013 | AC | https://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199608157.001.0001/acprof-9780199608157-chapter-13 | psychology; sound design; cognitive load; technology; review | |
Grimshaw, Mark | Sound and Player Immersion in Digital Games | The Oxford Handbook of Sound Studies Edited by Pinch, Trevor; Bijsterveld, Karin, | 2011 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780195388947.001.0001/oxfordhb-9780195388947-e-014 | immersion; first-person shooter; sound; virtual world; real world | |
Grimshaw, Mark | The Acoustic Ecology of the First-Person Shooter | Saarbrücken: VDM Verlag Dr. Mueller | 2008 | BM | sound design; immersion; perception; genre; ecological approach; FPS | ||
Grimshaw, Mark; Garner, Tom A. | Embodied Virtual Acoustic Ecologies of Computer Games | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-011 | emotion; acoustic ecology; embodied cognition; psychophysiology; affect; biofeedback | |
Grimshaw, Mark; Lindley, Craig A; Nacke, Lennart | Sound and Immersion in the First-Person Shooter: Mixed Measurement of the Player's Sonic Experience | Proceedings of Audio Mostly 2008 | 2008 | AP | immersion; first-person shooter; procedural audio; technology; audio design | ||
Grimshaw, Mark; Schott, Gareth | A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines | International Journal of Computer Games Technology, 2008 e720280 | 2008 | AP | https://www.hindawi.com/journals/ijcgt/2008/720280/ | perception; first-person shooter; audio design; affordance; ecology | |
Grimshaw, Mark; Schott, Gareth | Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters | Situated Play (2007) Proceedings of DIGRA; Digital Games Research Association; September 24-28; 2007; Tokyo; Japan | 2007 | AP | http://www.digra.org/wp-content/uploads/digital-library/07311.06195.pdf | perception; first-person shooter; audio design; soundscape; affordance; ecology | |
Grosser, Michelle | Avatar/Player Subjectivity: An Agential Analysis of Crypt of the NecroDancer | Journal of Sound and Music in Games, 1 1-14 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/3/1/110662/Avatar-Player-SubjectivityAn-Agential-Analysis-of | immersion; cognition; agency; perception; virtual | |
Grosser, Michelle | “Even Though It’s Completely Random”: Cognitive Phenomena Surrounding the Music in Minecraft | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.1.62 | agency; cognition; control; immersion; Minecraft | |
Gu, Jeff | Hearing Hyrule: Immersion through Sound in The Legend of Zelda: Breath of the Wild | RMA/KVNM Postgraduate Proceedings 2020 Edited by Podda, Liselotte; Granger, Charissa; Bonet, Núria; Leon, Sio Pan; Gestrin-Grader, Tamar; Driessen, Veerle, 15-30 | 2021 | AS | https://www.rma.ac.uk/conferences/2021-07-01-RMA-KVNM-postgraduate-proceedings.pdf | ALI model; immersion; Breath of the Wild | |
Guerraz, Agnès; Lemordant, Jacques | Indeterminate Adaptive Digital Audio for Games on Mobiles | In Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 55-72 | 2008 | AC | interactive; 3D audio; AMML; API; audio formats; iXMF; mobiles; portable; programmatic control | ||
Guillen, Georgina; Jylhä, Henrietta; Hassan, Lobna | The Role Sound Plays in Games: A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research | Academic Mindtrek 2021 New York, NY, USA Association for Computing Machinery | 2021 | AC | https://doi.org/10.1145/3464327.3464365 | Accessibility; Audio immersion; Inclusion in games; Sound design | |
Gunn, Milly | The Soundscape of Alola: Exploring the Use of Hawaiian Musical Tropes and Motifs in the World of Pokémon Sun and Moon | Journal of Sound and Music in Games, 3 59-76 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.59 | literacy; Pokemon; Exoticism; Hawai'i; Hawaiian Music; tourism | |
Guzmán Anaya, Cristina | On the Organological Potential of Video Games: A Preliminary Cataloguing Card Model for the Examination of Ludomusical Instruments | Journal of Sound and Music in Games, 4 53-86 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.3.53 | organology; instruments; instrumentality; iconography; categorization; Genshin Impact; ludomusical instruments | |
Haines, Nathan D. | Engaging With Film and Video Game Music: Perceptions of a Studio Orchestra Experience | Update: Applications of Research in Music Education | 2023 | AP | https://doi.org/10.1177/87551233221145684 | performance; education; production; orchestra; recording; studio | |
Hakkola, Salla; Pulkkinen, Ari | Salla Hakkola and Ari Pulkkinen: Conversation between two game music composers | Finnish Music Quarterly, | 2023 | AP | https://fmq.fi/articles/salla-hakkola-and-ari-pulkkinen-conversation | production; interview; composers; processses; Rovio; Angry Birds; Clash of Clans; Housemarque; Trine | |
Hambleton, Elizabeth | Gray Areas: Analyzing Navigable Narratives in the Not-So-Uncanny Valley Between Soundwalks, Video Games, and Literary Computer Games | Journal of Sound and Music in Games, 1 20-43 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/20/2336/Gray-AreasAnalyzing-Navigable-Narratives-in-the | narrative; soundscape; interactive; ludostylistics; soundwalk; walking simulator | |
Hambleton, Elizabeth | Analyzing Navigable Narratives through Multiple Lenses | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.2 | paidia; narrative; interaction; walking simulator; navigable narrative; artistic experience | |
Harbour, Tim | Music in Indie Video Games: A Composer's Perspective on Musical Approaches and Practices | Johannesberg University of Witwatersrand | 2016 | D, Master's | composition; Journey; dynamic music; indie games; Braid; Fez | ||
Harrison, Jack | Sound and zoonotic spillover: listening to Animal Crossing: New Horizons through the Covid-19 pandemic | Sound Studies, 10 | 2024 | AP | https://doi.org/10.1080/20551940.2024.2306780 | Animal Crossing, COVID, animal, anthropomorphic, sound, colonialism | |
Harrison, Lucy | Teaching Principles of Interactive Sound: A Practice-Based Approach | Teaching electronic music: Cultural, creative, and analytical perspectives Edited by Stevens, Blake, New York Routledge 90-102 | 2022 | AC | composition; education; adaptive music; dynamic music; narration; structure | ||
Hart, Iain | Winifred Phillips: Emotional Resonance and Social Eloquence | Women's Music for the Screen Edited by Wilcox, Felicity, Routledge | 2021 | AC | form; gender; style; Assassin's Creed; God of War | ||
Hart, Iain | Semiotics in Game Music | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 220-237 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/semiotics-in-game-music/8FA01CFCE547FE9013DF2E56C3881EC5 | signification; interactivity; battle; meaning; Elder Scrolls; Skyrim; combat; communication; configurative signs; interpretation; signs | |
Hart, Iain | Hard Boiled Music: The case of L.A. Noire | Screen Sound, 5 | 2015 | AP | http://www.screensoundjournal.org/issues/n5/06.%20SSJ%20n5%20Hart.pdf | jazz; film noir; hard-boiled detective fiction; jeu noir; neo-noir; period noir | |
Hart, Iain | Meaningful Play: Performativity, Interactivity and Semiotics in Video Game Music | Musicology Australia, 36 273-290 | 2014 | AP | https://doi.org/10.1080/08145857.2014.958272 | ludomusicology; interactivity; semiotics; performativity; music; gameplay; text; expression; semiology | |
Hart, Iain | Semiotics and the Negotiation of Musical Communication in Video Game Music: An Imprecise and Beautiful Art | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.14 | signification; semiotics; music; communication; meaning | |
Hart, Iain | Ludomusicological Semiotics: Theory, Implications and Case Studies | University of Sydney | 2017 | D, Doctoral | https://ses.library.usyd.edu.au/handle/2123/17883 | signification; semiotics; meaning; Portal 2; Gran Turismo; Dirt 2; Eve Online; Forza Motorsport; Mini Metro; poiesis; Racing games | |
Harvey, Trevor S. | Virtual Worlds | The Oxford Handbook of Virtuality Edited by Grimshaw, Mark, | 2014 | AC | http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-037 | identity; ethnography; avatars; Second Life; musical personas; virtual worlds | |
Havre, Sigrid Jordal; Väkevä, Lauri; Christophersen, Catharina R.; Haugland, Egil | Playing to learn or learning to play? Playing Rocksmith to learn electric guitar and bass in Nordic music teacher education | British Journal of Music Education, 36 21-32 | 2019 | AP | https://www.cambridge.org/core/journals/british-journal-of-music-education/article/abs/playing-to-learn-or-learning-to-play-playing-rocksmith-to-learn-electric-guitar-and-bass-in-nordic-music-teacher-education/0119E77C73FA85167F9185ABD7EFFB43 | education; learning; teaching; pedagogy; Rocksmith; TPACK | |
Havryliv, Mark; Vergara-Richards, E. | From Battle Metris to Symbiotic Symphony: A New Model For Musical Games | University of Wollongong Research Online | 2006 | AP | https://ro.uow.edu.au/creartspapers/25 | music games; gamification; game design; John Cage; Battle Metris; Iannis Xenakis | |
Heazlewood-Dale, James C. | Scott Joplin in the Overworld: Super Mario's Rag-Inflected Score | Jazz and Culture, 6 | 2023 | AP | https://dx.doi.org/10.5406/25784773.6.2.02 | jazz; Koji Kondo; movement; ragtime; african american music; latino music | |
Hébert, Sylvie; Béland, Renée; Dionne-Fournelle, Odrée; Crête, Martine; Lupien, Sonia J. | Physiological stress response to video-game playing: the contribution of built-in music | Life Sciences, 76 2371-2380 | 2005 | AP | psychology; stress; experiment; Quake III Arena | ||
Hein, Ethan | Music games in education | Learning, Education and Games Edited by Schrier, Karen, Pittsburgh, PA, USA ETC Press 93–108 | 2014 | AC | education; DAW; Remix; Generative music; Electronic music; MIDI; Notation software; Sequencer; Win condition | ||
Herber, Norbert | The composition-instrument: emergence, improvisation and interaction in games and new media | From Pac-Man to Pop Music Edited by Collins, Karen, Routledge | 2008 | AC | interaction; Brian Eno; Spore; art music; electroplankton; minimalism; sound garden | ||
Hermans, Phillip | Cooperation and Competition in Music Composition | Hanover, New Hampshire Dartmouth College | 2013 | D, Master's | https://www.proquest.com/openview/ca7442538a8f7b41ee476ce05ef3647c/1?pq-origsite=gscholar&cbl=18750 | games; music education; music composition; agent-based modeling; consensus protocol | |
Herz, J. C. | Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds | Boston Little, Brown and Company | 1997 | BM | sound effects; early composition styles; History; regional differences of composition; technology development (causal) | ||
Herzfeld, Gregor | Atmospheres at Play: Aesthetical Considerations of Game Music | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 147-157 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_8 | Video Game; Sound Design; Gaming Activity; Horror Film; Virtual Reality | |
Hoffert, Paul | Composing Music for Videogames, Web Sites, Presentations and Other New Media (Book & CD): Composing for Videogames, Web Sites, Presentations, and Other Interactive Media | Boston, MA : Milwaukee, Wis Berklee Press Publications | 2007 | BM | technology; middleware; Composition | ||
Holtar, Nils; Nelson, Mark; Togelius, Julian | Audioverdrive: Exploring bidirectional communication between music and gameplay | Proceedings of the 2013 ICMC Conference: International Developments in Electroacoustics, 124-131 | 2013 | AP | dynamic music; Composition; interactive; bidirectional | ||
Höltgen, Stefan | Play that Pokey Music: Computer Archeological Gaming with Vintage Sound Chips | The Computer Games Journal, 7 213-230 | 2018 | AP | https://doi.org/10.1007/s40869-018-0068-5 | history; sound chip; archaeology; retrocomputing | |
Höltgen, Stefan | Symbolic Music and Algorithmic Composing: Computer Archaeological Perspectives on BASIC Game Sounds | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.3 | programming; BASIC; typology; sound-code connection; archival sound | |
Hooper, Giles | Sounding the Story: Music in Videogame Cutscenes | Emotion in Video Game Soundtracking Edited by Williams, Duncan; Lee, Newton, Cham Springer International Publishing 115-141 | 2018 | AC | https://doi.org/10.1007/978-3-319-72272-6_10 | play; emotion; interactivity; film; cutscenes; cinematics; cut-scenes | |
Hoover, Tom | Keeping Score: Interviews with Today's Top Film, Television, and Game Music Composers | Boston, MA Cengage Learning PTR | 2009 | BM | interviews; Composition; Cris Velasco; Inon Zur; Jason Graves; Jesper Kyd; Marty O'Donnell; Winifred Phillips | ||
Hopkins, Christopher | Chiptune music: An exploration of compositional techniques as found in Sunsoft games for the Nintendo Entertainment System and Famicom from 1988-1992 | Five Towns College | 2015 | D, Doctoral | https://www.academia.edu/15400351/Chiptune_music_An_exploration_of_compositional_techniques_as_found_in_Sunsoft_games_for_the_Nintendo_Entertainment_System_and_Famicom_from_1988_1992 | Chiptune; NES; Nintendo; compositional techniques; Sunsoft | |
Hopkins, Christopher | Mario Paint: An Accessible Environment of Musical Creativity and Sound Exploration | Journal of Literature and Art Studies, 5 | 2015 | AP | https://www.academia.edu/17232607/Mario_Paint_An_Accessible_Environment_of_Musical_Creativity_and_Sound_Exploration | Nintendo; music theory; music composition; music production; SNES; sound chip; Super NES | |
Hufschmitt, Aline; Cardon, Stéphane; Jacopin, Éric | Manipulating Player Performance via Music Tempo in Tetris | Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play New York, NY, USA Association for Computing Machinery | 2020 | AC | https://doi.org/10.1145/3383668.3419934 | dynamic music; game difficulty; player performance; tempo; tetris; video game | |
Hug, Daniel | New Wine in New Skins: Sketching the Future of Game Sound Design | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 384-415 | 2011 | AC | https://www.igi-global.com/chapter/new-wine-new-skins/www.igi-global.com/chapter/new-wine-new-skins/46801 | synchronization; tempo; flow; Tetris | |
Hugill, Andrew; Amelides, Panos | Audio-only computer games: Papa Sangre | Expanding the Horizon of Electroacoustic Music Analysis Edited by Emmerson, Simon; Landy, Leigh, Cambridge Cambridge University Press 355-375 | 2016 | AC | https://www.cambridge.org/core/product/identifier/9781316339633%23CT-bp-18/type/book_part | audio games; electroacoustic music; Papa Sangre | |
Huiberts, Sander | Captivating Sound - The Role of Audio for Immersion in Computer Games | Uretcht School of the Arts & University of Portsmouth | 2010 | D, Doctoral | immersion; IZEA; models; SCI | ||
Huiberts, Sander; van Tol, Richard | The Game Pulse - Timing Game Events and Music Events | KES Transactions on Innovation in Music, 1 170-185 | 2013 | AP | http://nimbusvault.net/publications/koala/inmusic/358.html | adaptive music; dynamic music; synchronization; timing; linearity; non-linearity | |
Hulme, Zander | Killing-off the Crossfade: Achieving Seamless Transitions With Imbricate Audio | G|A|M|E Games as Art, Media, Entertainment, 2 | 2017 | AP | https://www.gamejournal.it/?p=3180 | Adaptive Audio; Composing; Game Music; Immersion; Music Systems; Pre-rendered Audio; Recorded Music | |
Hunt, Elizabeth | My Childhood is in Your Hands: Videogame Concerts as Commodified and Tangible Nostalgic Experiences | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 68-84 | 2022 | AC | canon; curation; demographics; live; Pokemon Go; repertoire; Symphonic Evolutions; Symphony of the Godess; video games live; Zelda | ||
Hunt, Elizabeth | Video Games Live and the Gamification of the Orchestral Concert Experience | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.20 | audience; gamification; orchestra; Video Games Live; concert; performer; carnival | |
Hust, Christoph; Roth, Martin | Introduction: Toward a History of Music and Games in Western Culture | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.3.1 | cultural analysis; history of ludomusicology; methodology; music games; nondigital games; play cultures | |
Hutchings, Patrick; McCormack, Jon | Adaptive Music Composition for Games | IEEE Transactions on Games, 12 270-280 | 2020 | AP | http://arxiv.org/abs/1907.01154 | Adaptation models; Adaptive systems; Computational modeling; Context modeling; neural networks | |
Iantorno, Michael | GameSound, Quantitative Games Analysis, and the Digital Humanities | Digital Studies / Le champ numérique, 10 | 2020 | AP | https://www.digitalstudies.org/article/id/7350/ | databases; digital humanities; quantitative research | |
Ideland, Jens | Spelet om musiken - Unga musiker spelar digitala musikspel | Göteborgs universitet. IT-fakulteten | 2020 | D, Doctoral | https://gupea.ub.gu.se/handle/2077/66461 | education; learning; affordances; The game about the music: Young musicians playing digital music games | |
Ivănescu, Andra | Beneath a Steel Sky: A Musical Characterisation of Class Structure | The Computer Games Journal, 7 231–242 | 2018 | AP | https://link.springer.com/content/pdf/10.1007/s40869-018-0067-6.pdf | ||
Ivănescu, Andra | The Auteur and the 80s Mixtape: Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain | History in Games: Contingencies of an Authentic Past Edited by Lorber, M; Zimmermann, F, Transcript 157-178 | 2020 | AC | http://bura.brunel.ac.uk/handle/2438/22728 | nostalgia; authenticity; realism; auteurship; cassettes; Hideo Kojima; Metal Gear Solid; war | |
Ivănescu, Andra | A Response to Jennifer Smith | Journal of Sound and Music in Games, 1 88-88 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/2/88/106832/A-Response-to-Jennifer-Smith | nostalgia; retro; Andra Ivănescu; Jennifer Smith | |
Ivănescu, Andra | Beneath a Steel Sky: A Musical Characterisation of Class Structure | The Computer Games Journal, 7 231-242 | 2018 | AP | https://doi.org/10.1007/s40869-018-0067-6 | semiotics; Beneath a Steel Sky; environmental storytelling; social class | |
Ivănescu, Andra | The Music of Tomorrow, Yesterday! Music, Time and Technology in BioShock Infinite | Networking Knowledge: Journal of the MeCCSA Postgraduate Network, 7 | 2014 | AP | https://ojs.meccsa.org.uk/index.php/netknow/article/view/337 | nostalgia; covers; intertextuality; world building; anachronism; time travel | |
Ivănescu, Andra | Popular Music in the Nostalgia Video Game | Cham: Palgrave Macmillan | 2019 | BM | http://link.springer.com/book/10.1007/978-3-030-04281-3 | nostalgia; semiotics; remediation; film; popular music; Fallout; anachronism; Bioshock; Evoland; Gone Home | |
Ivănescu, Andra | Pop Music, Economics and Marketing | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 395-408 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/pop-music-economics-and-marketing/77597257397F999C6F9ED57E1EF71B18 | Guitar Hero; transmediality; Grand Theft Auto; Wipeout; esports; League of Legends; paratextuality; record labels; synergy; trailers | |
Ivănescu, Andra | Torched song: The hyperreal and the music of L.A. Noire | The Soundtrack, 8 41-56 | 2015 | AP | narrative; semiotics; hyperreal; popular music; L.A. Noire; preexisting music | ||
Ivănescu, Andra | Taking a Pop at Ludonarratology: Narrative Perspectives on Popular Music in Video Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.41 | ludomusicology; narrative; musicology; popular music; ludonarratology | |
Ivănescu, Andra | Inhuman Music and the Monstrous-Feminine | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.1.24 | digital assistants; gender studies; monstrous-feminine | |
Ivănescu, Andra | “POP/STARS”: The Personas of K/DA, Transmedia Marketing, and Riot Games Music | Persona Studies, 10 | 2024 | AP | https://ojs.deakin.edu.au/index.php/ps/article/view/1867 | League of Legends, Persona, K-pop, Virtual band, Riot games | |
Jacobus, Enoch | Choose Your Own Audio-venture: Soundtrack Choices in Beat Hazard Ultra (2011) | Musicology Research Journal, 3 | 2017 | AP | https://storage.googleapis.com/wzukusers/user-20563976/documents/5a131119c42447D0mLqq/Issue3.pdf | paidia; immersion; agency; engagement; adaptive audio; co-operative audio; ludu; mobile; paidoludic; virtual environment | |
Jarbo, Raheem "Mega Ran" | Dream Master: A Memoir From The Stoop to the Stage To The Stars | Bloomington AuthorHouse | 2021 | BM | Chiptune; education; hip-hop; Mega Ran; rap | ||
Javet, David | La figure du seiyû : voix et corps dans le paysage médiatique japonais | In Alain Boillat; Irene Weber Henking (eds.) DUBBING. Die Übersetzung im Kino / La traduction audiovisuelle (Marburg: Schüren) 201-222 | 2014 | AP | https://www.academia.edu/11403007/La_figure_du_seiy%C3%BB_voix_et_corps_dans_le_paysage_m%C3%A9diatique_japonais | Japan; embodiment; seiyu; voice acting | |
Jennings, Brendan; Summers, Tim | Songs of Rapture—Creating a Bioshock Musical Show: An Interview with Brendan Jennings | Journal of Sound and Music in Games, 3 56-62 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.4.56 | education; musicals; Bioshock; choir; high school; musical theater; musical theatre; show choir | |
Jenson, J.; Castell, S.; Taylor, Nicholas; Droumeva, Milena | Baroque Baroque revolution: high culture gets game | Future Play '08 Proceedings of the 2008 Conference on Future Play: Research; Play; Share; pp.105-112 | 2008 | AS | teaching; history; orchestra; children; flash | ||
Jenson, Jennifer; de, Castell Suzanne; Nicholas, Taylor; Milena, Droumeva; Stephanie, Fisher | The Gigue Is Up: High Culture Gets Game | DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games; Play; Practice and Theory | 2009 | AP | http://www.digra.org/wp-content/uploads/digital-library/09287.26382.pdf | music education; Baroque music; Tafelkids: The Quest for Arundo Donax | |
Jenson, Jo; de Castell, Suzanne; Muehrer, Rachel; Droumeva, Milena | So you think you can play: An exploratory study of music video games | Journal of Music, Technology and Education, 9 273-288 | 2016 | AP | education; rhythm; gamification | ||
Jocoy, Stacey | Rurouni Kenshin: Anime-driven Nostalgia in Gaming Soundscapes | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 175-187 | 2023 | AC | adaptation; transmediality; reception; JRPG; genre; cutscenes; film music; anime | ||
Johnson, Nicholas | The Bard’s Life: Musical Imagery in Tabletop Role-Playing Games | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.3.97 | Bard; Bards; Dungeons & Dragons; D&D; immersion; table-top | |
Jolly, Kent | Usage of Pd in Spore and Darkspore | PureData Convention | 2011 | AS | generative music; Spore; EA; Procedural Music; Pure Data | ||
Jones, Joseph E. | The exotic and eclectic in Bear McCreary's television and video game scores | Music Research Forum, 30 1-21 | 2015 | AP | cultural codes; eclecticism; exoticism; signification | ||
Jørgensen, Kristine | A Comprehensive Study of Sound in Computer Games: How Audio Affects Player Action | Lewiston, New York: Edwin Mellen Press Ltd | 2009 | BM | semiotics; perception; diegesis; history; Warcraft III; film music; earcons; Hitman Contracts; transdiegesis | ||
Jørgensen, Kristine | On the Functional Aspects of Computer Game Audio | In Proceedings of the Audio Mostly Conference. Interactive Institute; Piteå; Sweden, 48-52 | 2006 | AS | https://bora.uib.no/bora-xmlui/handle/1956/6734 | function; space; earcons; transdiegesis | |
Jørgensen, Kristine | Left in the dark: playing computer games with the sound turned off | In Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 163-176 | 2008 | BM | https://bora.uib.no/bora-xmlui/handle/1956/7855 | psychology; sound; empirical; Warcraft III; space; Hitman Contracts; information; orientation; player responses; sound off; stealth; strategy; virtual world | |
Jørgensen, Kristine | On transdiegetic sounds in computer games | Northern Lights: Film and Media Studies Yearbook, 5 105-117 | 2007 | AP | http://openurl.ingenta.com/content/xref?genre=article&issn=1601-829X&volume=5&issue=1&spage=105 | diegesis; film music; transdiegesis; extradiegesis; meta-communication | |
Jørgensen, Kristine | Time for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games Revisited | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 78-97 | 2011 | AC | https://www.igi-global.com/chapter/time-new-terminology/www.igi-global.com/chapter/time-new-terminology/46788 | space; Diegesis; diegetic; fictionality; gameworlds; non-diegetic; spatial; terminology | |
Jørgensen, Kristine | ‘What are Those Grunts and Growls Over There?’ Computer Game Audio and Player Action | Copenhagen University | 2007 | D, Doctoral | perception; diegesis; interviews; film music; transdiegesis; ecology | ||
Jørgensen, Kristine | Sounds and Sources in Sacred | Proceedings from COSIGN 2004 Split (Croatia) | 2004 | AS | https://www.academia.edu/download/58253298/jorgensen_cosign_2004.pdf | semiotics; perception; function; Chion; Fencott; Sacred | |
Jørgensen, Kristine | Emphatic and Ecological Sounds in Gameworld Interfaces | The Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge, 72-84 | 2017 | AC | interactivity; diegesis; dynamic; earcons; ecology; icons; sounds; worlds | ||
Jørgensen, Kristine | Audio and Gameplay: An Analysis of PvP Battlegrounds in World of Warcraft | Game Studies, 8 | 2008 | AP | http://gamestudies.org/0802/articles/jorgensen | function; World of Warcraft; earcons; transdiegesis; ecology | |
Jünger, Ellen | When Music comes into Play - Überlegungen zur Bedeutung von Musik in Computerspielen | Gefangen im Flow? Ästhetik und dispositive Strukturen von Computerspielen Edited by Mosel, Michael, Boizenburg Verlag Werner Hülsbusch 13-28 | 2009 | AC | dynamic music; semiotics; function; genre; ludic music | ||
Kaae, Jesper | Theoretical approaches to composing dynamic music for video games | From Pac-Man to Pop Music Edited by Collins, Karen, Routledge, 75-92 | 2008 | AC | adaptive music; dynamic music; mixing; time; linearity; changes; multi-linearity; segue | ||
Kagan, Bradley | Slave to the Rhythm: Examining Immersive Experiences Through the Interplay of Music and Gameplay in Crypt Of The Necrodancer | International Journal on Stereo & Immersive Media, 4 66-79 | 2020 | AP | https://revistas.ulusofona.pt/index.php/stereo/article/view/7191 | rhythm; immersion; ALI; Crypt of the Necrodancer; transportation | |
Kamp, M. | Ludic music in video games | Utrecht University | 2010 | D, Master's | https://studenttheses.uu.nl/handle/20.500.12932/5537 | Caillois; music games; narrative; function; ludic music; fiction; Juul; puzzles; rules | |
Kamp, Michiel | Four ways of hearing video game music | University of Cambridge | 2015 | D, Doctoral | https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709001 | aesthetics; listening; ludic music; phenomenology; background music; ecological psychology | |
Kamp, Michiel | Old(er) Media and New Musical Affordances in Virtual Reality Experiences | The Oxford Handbook of Cinematic Listening Edited by Cenciarelli, Carlo, 712-736 | 2021 | AC | http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190853617.001.0001/oxfordhb-9780190853617-e-37 | remediation; diegesis; virtuality; VR; ecological psychology; affordances; Google Earth VR | |
Kamp, Michiel | Musical Ecologies in Video Games | Philosophy & Technology, 27 235-249 | 2014 | AP | http://link.springer.com/10.1007/s13347-013-0113-z | perception; diegesis; ecological psychology; affordances; James Gibson | |
Kamp, Michiel | Autoethnography, Phenomenology and Hermeneutics | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 159-175 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/autoethnography-phenomenology-and-hermeneutics/8D9EA989AAE16D29213AD27164F86427 | interactivity; hearing; listening; gameplay; Bastion; communication; interpretation; Edmund Husserl; Plants vs Zombies | |
Kamp, Michiel | Playing along to what? Video game music and the metaphor model | Remixing Music Studies Edited by Aguilar, Ananay; Cole, Ross; Pritchard, Matthew; Clarke, Eric, Routledge. 32-46 | 2020 | AC | synchronization; Super Mario Bros.; ludic music; conceptual metaphors; synchresis; Analysing Musical Multimedia; Andrew Schartmann; kinesonic congruence | ||
Kamp, Michiel | Ludomusical Dissonance in Diablo III | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge, 131-145 | 2019 | AC | semiotics; RPG; genre; Diablo III; ludo-narrative dissonance | ||
Kamp, Michiel | Suture and Peritexts: Music Beyond Gameplay and Diegesis | Ludomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield Equinox 73-91 | 2016 | AC | semiotics; Super Mario Bros.; Braid; Battlefield 1942; Max Payne; paratext; peritext; Super Meat Boy; suture | ||
Kamp, Michiel | Ambient Ecologies: Environmental Music in Video Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.25 | ambient music; background music; acoustic ecology; ecological perception; nondynamic music | |
Kamp, Michiel | Four Ways of Hearing Video Game Music | New York Oxford University Press | 2024 | BM | listening; hearing; phenomenology; ecological perception; background music; ludic music; aesthetics | ||
Kamp, Michiel; Schuiling, Floris | Gadamer’s Horizons as Interfaces for Knowing Musical Worlds | Gadamer, Music, and Philosophical Hermeneutics. Edited by Sam McAuliffe. Cham: Springer | 2024 | AC | https://doi.org/10.1007/978-3-031-41570-8_10 | interfaces; hermeneutics; Gadamer | |
Kamp, Michiel; Sweeney, Mark | Musical Landscapes in Skyrim | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge, 179-196 | 2019 | AC | RPG; aesthetics; Elder Scrolls; Skyrim; ambient music; soundscape; nature; klangflache | ||
Kanaga, David | Ecooperatic Music Game Theory | The Oxford Handbook of Algorithmic Music New York Oxford University Press | 2018 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190226992.001.0001/oxfordhb-9780190226992-e-11 | psychology; ecological; game theory; opera; playfulness | |
Kanamori, Shinya; Yoneda, Ryo; Yamada, Masashi | Congruency between music and motion pictures in the context of video games: Effects of emotional features in music | Proceedings of the 12th International Conference on Music Perception and Cognition of the European Society for the Cognitive Sciences of Music; July 23-28; 2012; Thessaloniki; Greece | 2012 | AS | psychology; congruency; excitation; experiment; pleasantness; semantic differential scales | ||
Kaneda, Miki | Rhythm Heaven: Video Games; Idols; and Other Experiences of Play | The Oxford Handbook of Mobile Music Studies, Volume 2 Edited by Gopinath, Sumanth; Stanyek, Jason, | 2014 | AC | http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199913657.001.0001/oxfordhb-9780199913657-e-017 | Rhythm Heaven; Game Boy Advance; rhythm game; Japanese bodies; moving onscreen objects; racialized ideology | |
Kang, Youngju; Ritzhaupt, Albert | A comparative study of game-based online learning in music appreciation: An analysis of student motivation and achievement | Journal of Educational Multimedia and Hypermedia, 30 59-80 | 2021 | AP | https://www.learntechlib.org/primary/p/217256/ | education; motivation; teaching; instructional design; music appreciation | |
Kärjä, Antti-Ville | Marketing music through computer games: the case of Poets of the Fall and Max Payne 2 | From Pac-Man to Pop Music Edited by Collins, Karen, Routledge, 27-44 | 2008 | AC | production; marketing; copyright; authenticity; licensed music; global; local; Max Payne 2; Poets of the Fall | ||
Kassabian, Anahid | The End of Diegesis As We Know It? | The Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, | 2013 | AC | http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-032 | apps; diegetic; new media; nondiegetic; web sites | |
Kassabian, Anahid; Boschi, Elena; Buhler, James; Gorbman, Claudia; Mera, Miguel; Moseley, Roger; Sadoff, Ronald; Winters, Ben | Roundtable: Current Perspectives on Music, Sound, and Narrative in Screen Media | The Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge, 108-124 | 2017 | AC | narrative; interfaces; VR; film music; ludic challenge | ||
Kassabian, Anahid; Jarman, Freya | Game and Play in Music Video Games | Ludomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, UK Equniox 116-132 | 2016 | AC | https://www.equinoxpub.com/home/view-chapter/ | music games; rhythm games; Roger Caillois; ludology; mobile games; Tap Tap Revenge | |
Kayali, Fares | Playing music : design, theory, and practice of music-based games | Vienna University of Technology | 2008 | D, Doctoral | https://repositum.tuwien.at/handle/20.500.12708/13412 | Otocky; Guitar Hero; music games; interface; Nintendo DS; Elektroplankton; Elite Beat Agents; FreQuency; game design; kinaesthesia; Parappa the Rapper; Sim Tunes; Vib-Ribbon | |
Kayali, Fares; Kotik, Petr; Martin Pichlmair | Mobile Tangible Interfaces as Gestural Instruments | 5th International Music Workshop 2008; Vienna; Austria; 05/13/08-05/16/08 | 2008 | AP | music games; perception; game design; tangible interfaces | ||
Kayali, Fares; Schwarz, Vera; Götzenbrucker, Gerit; Pfeffer, Jürgen; Franz, Barbara; Purgathofer, Peter | Serious Beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online game | DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play | 2011 | AP | http://www.digra.org/wp-content/uploads/digital-library/11313.13454.pdf | music games; design; migrants; social integration | |
Keeler, Kevin R | Video Games in Music Education: The Impact of Video Games on Rhythmic Performance | Visions of Research in Music Education, 37 20 | 2020 | AP | Guitar Hero; rhythm games; virtual reality; music education; flow; Beat Saber; rhythmic achievement | ||
Keesing, Aaron; Ooi, Matthew; Wu, Ocean; Ye, Xinghao; Shaw, Lindsay; Wünsche, Burkhard C. | HIIT With Hits: Using Music and Gameplay to Induce HIIT in Exergames | Proceedings of the Australasian Computer Science Week Multiconference New York, NY, USA Association for Computing Machinery | 2019 | AS | https://doi.org/10.1145/3290688.3290740 | psychology; virtual reality; health; sports; exercise; exergame; HIIT | |
Keller, Peter; Stevens, Catherine | Meaning From Environmental Sounds: Types of Signal-Referent Relations and Their Effect on Recognizing Auditory Icons | Journal of Experimental Psychologic: Applied, 10 3–12 | 2004 | AP | |||
Kellman, Noah | The Game Music Handbook: A Practical Guide to Crafting an Unforgettable Musical Soundscape | New York Oxford University Press | 2020 | BM | composition; implementation; industry; practice; scoring; textbook | ||
Kerins, Mark | Multichannel Gaming and the Aesthetics of Interactive Surround | The Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, | 2013 | AC | http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-014 | interactivity; immersion; rhythm games; genre; surround sound; first-person; multichannel sound; platform games; third-person | |
Kirby, Philip | Musical orientation in virtual space: videogame score and the spatiality of musical style and topic | Social & Cultural Geography, 23(6), 855-872 | 2020 | AP | https://doi.org/10.1080/14649365.2020.1821392 | space; digital geographies; Musical geographies; non-representational theory; topic | |
Kirchberg, Irina | Ethnographier l’écoute à l’ère du numérique. D’une étude sur les amateurs de musique de jeux-vidéo à l’analyse des ‟carrières d’auditeurs” | En quête de musique: questions de méthode à l'ère de la numérimorphose Edited by Le Guern, Philippe, Paris Hermann 183-203 | 2017 | AC | listening; ethnography | ||
Kirchberg, Irina | De la manette à la baguette. Les publics des concerts symphoniques de musique de jeu vidéo | Déchiffrer les publics de la musique classique. Perspectives comparatives; historiques et sociologiques Edited by Dirub, Stéphane, Paris Archives Contemporaines 309-324 | 2018 | AC | concerts; audiences; orchestras | ||
Kirchberg, Irina | Quels droits d’entrée dans les concerts orchestraux de musique de jeux vidéo ? Gameur.euses, spectateur.rices, musicien.nes | Sexe et genre des mondes culturels Lyon ENS Éditions | 2020 | AC | https://doi.org/10.4000/books.enseditions.15447 | ||
Kirke, Alexis | When the Soundtrack Is the Game: From Audio-Games to Gaming the Music | Emotion in Video Game Soundrtacking Edited by Williams, Duncan; Lee, Newton, 65-83 | 2018 | AC | music games; audio games; Minecraft; musicality; audiogames | ||
Kizzire, Jessica | Dancing Mad: Music and the Apotheosis of Villainy in Final Fantasy | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 13-33 | 2022 | AC | battle; boss; FFVII; allusion; FFIX; FFVI; FFVIII; Kefka; villain | ||
Kizzire, Jessica | Remembering Tomorrow: Music and Nostalgia in Fallout's Retro-Future | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 206-224 | 2022 | AC | dystopia; Fallout 3; jazz; radio; retrofuturism | ||
Kizzire, Jessica | “The Place I'll return to Someday”: Musical Nostalgia in Final Fantasy IX | Music in Video Games: Studying Play Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, New York; London Routledge 183-198 | 2014 | AC | Final Fantasy; nostalgia; 8-bit; analysis; Baroque music; Renaissance music | ||
Kizzire, Jessica | The Sound of Good and Evil in Final Fantasy VII | Journal of Sound and Music in Games, 4 71-87 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.71 | narrative; Sephiroth; Final Fantasy VII; Aerith; morality; evil | |
Klimmt, Christoph; Possler, Daniel; May, Nicolas; Auge, Hendrik; Wanjek, Louisa; Wolf, Anna-Lena | Effects of soundtrack music on the video game experience | Media Psychology, 22 689-713 | 2019 | AP | https://doi.org/10.1080/15213269.2018.1507827 | psychology; immersion; Alien: Isolation; emotions; space; Assassin's Creed; spatial; identification; presence | |
Kneschke, Tristan | Rusted Red: Machinarium as Political Allegory | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 17-31 | 2023 | AC | Communism; Eastern Europe; Czechoslovakia; Czech Republic; Slovakia; Machinarium; Amanita Design; Point and Click; Adventure Games; akub Dvorský; Jan Švankmajer; Jiří Trnka; Jiří Barta; Olbram Zoubek | ||
Knight, Timothy Orr | Mastering Sound and Music on the Atari S. T. | Berkeley Longman Higher Education | 1987 | BM | composition; sound design; 8-bit; technology; Atari ST | ||
Knoblauch, William | SIMON: The Prelude to Modern Music Video Games | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | history; arcade games; hand-held; Hasbro; SIMON | ||
Kohler, Chris | Power-Up: How Japanese Video Games Gave the World an Extra Life | Indianapolis, IN Brady Games | 2004 | BM | history; interviews; Japan; cinematic aesthetic; final fantasy | ||
Kolassa, Alexander | Hail the Nightmare: Music, Sound, and Materiality in Bloodborne | The Soundtrack, 11 23-38 | 2020 | AP | http://oro.open.ac.uk/68375/ | sound design; tropes; horror; gothic; Bloodborne; film music; modernism; weird | |
Krättli, Hannes | Moderne Chiptunes: Musik mit dem Game Boy | Vienna, University of Vienna | 2013 | D, Master's | https://phaidra.univie.ac.at/download/o:1298827 | chiptune; Game Boy; Game Boy Advance; Game Boy Color; Game Boy Micro; Game Boy Pocket; Game Boy SP | |
Krishnaswami, Ravi | Playing SongwriterCreating Songs for the Fictional Worlds of Video Games | Journal of Sound and Music in Games, 1 68-83 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/2/68/106830/Playing-SongwriterCreating-Songs-for-the-Fictional | ludomusicology; game studies; auto-ethnography; diegetic music | |
Kudisch, Erica | Selected annotated bibliography | From Pac-Man to Pop Music: Interactive Audio in Games and New Media Edited by Collins, Karen, Farnham Ashgate 189-194 | 2008 | AC | scholarship; articles; bibliography; books; publications; resources | ||
Kummen, Vegard | The Discourse and Culture of Chip Music: Studying the Methods and Values of the Chipscene | Kristiansand, Norway University of Agder | 2018 | D, Master's | https://uia.brage.unit.no/uia-xmlui/bitstream/handle/11250/2565144/Kummen,%20Vegard.pdf?sequence=1 | ideology; aesthetics; discourse; reception | |
Lafont, Augustin | Le son dans les jeux vidéo: du niveau du jeu ou niveau du joueur | Paris Université Paris-Est Marne-La-Vallée | 2018 | D, Master's | level design | ||
Lajunen, Elina | Let’s play GAMEM – Research project explores the significance of game music in everyday life | Finnish Music Quarterly, | 2023 | AP | https://fmq.fi/articles/lets-play-gamem | memory; nostalgia; interview; GAEM; memories; social meaning | |
Lamb, Brendan; Smith, Barnabas | From Skyrim to Skellige: Fantasy Video Game Music Within a Neo-Mediaevalist Paradigm | Musicology Australia, 40 79-100 | 2018 | AP | https://doi.org/10.1080/08145857.2018.1550140 | RPG; history; Elder Scrolls; Skyrim; environment; fantasy; Witcher; gameworld; medieval; folk | |
Langhorst, Tom | The Unanswered Question of Musical Meaning | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-006 | sound design; interaction design; musical meaning; arcade games; music cognition; tonality; user interface | |
Langhorst, Tom | The Sound of a Serve Toss: An Informational View on the Gameworld Interface as Sonic Interface Design | The Italian Journal of Game Studies, 2 | 2017 | AP | https://www.gamejournal.it/?p=3185 | Game Sound Design; Informational Spaces; Music Cognition; Persuasive Design; Semiotics; Sonic Interface Design | |
Lanham, Micheal | Game Audio Development with Unity 5.X: Design a blockbuster game soundtrack with Unity 5.X | Packt Publishing | 2017 | BM | implementation; middleware; adaptive | ||
Lansley, Alastair; Vamplew, Peter; Foale, Cameron; Smith, Philip | SoniFight: Software to Provide Additional Sonification Cues to Video Games for Visually Impaired Players | The Computer Games Journal, 7 115-130 | 2018 | AP | https://doi.org/10.1007/s40869-018-0059-6 | visual impairment; accessibility; audio cues; audio game; blind; sonification; sonify | |
Laroche, Guillaume | Analyzing Musical Mario-media: Variations in the Music of Super Mario Video Games | McGill University | 2012 | D, Master's | themes; Super Mario Bros.; analysis; Super Mario 64; Super Mario Sunshine; Super Mario World | ||
Lavengood, Megan | Timbre, Genre, and Polystylism in Sonic the Hedgehog 3 | On Popular Music and Its Unruly Entanglements Edited by Braae, Nick; Hansen, Kai Arne, Cham Springer International Publishing 209-234 | 2019 | AC | https://doi.org/10.1007/978-3-030-18099-7_11 | semiotics; intertextuality; genre; popular music; timbre; Sonic the Hedgehog 3 | |
Lavengood, Megan; Williams, Evan | The Common Cold: Using Computational Musicology to Define the Winter Topic in Video Game Music | Music Theory Online, 29 | 2023 | AP | https://www.mtosmt.org/issues/mto.23.29.1/mto.23.29.1.lavengoodwilliams.html | instrumentation; topic theory; music informatics; Christmas; percussion; corpus studies | |
Laws-Nicola, T. J.; Ferguson, Brent | Harmonic Chains: Weaponization in Omega Quintet | Journal of Sound and Music in Games, 2 (4) 1-12 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.4.1 | idol; Omega Quintet; feminism; hypercapitalism; weaponization | |
Le Prado, Cécile | Ecriture sonore : entre déterminisme, émergence et interactivité | Conservatoire national des arts et metiers - CNAM | 2013 | D, Doctoral | https://tel.archives-ouvertes.fr/tel-01124381 | interaction; acoustic setup; emergence | |
Lebanidze, Luka | Scoring for Exploration Gameplay | Sound in Motion: Cinema, Videogames, Technology and Audiences Edited by Encabo, Enrique, Newcastle Cambridge Scholars Publishing 172-181 | 2018 | AC | RPGs; geography; location; Skyrim; Witcher III; Last of Us; Open world; landscape | ||
Leccia, Marinu | Sport, Play, Games, and Sounds: A Ludomusicological Perspective on Sport (with a Special Focus on Benjamin Britten) | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.3.74 | Benjamin Britten; games; gestures; lusory attitude; play; sport | |
Lee, Spencer; Willis, Bradley; Bourne, Joseph S.; Fox, Edward A. | Entertainment history museums in virtual worlds: video game and music preservation in second life | Proceedings of the 10th annual joint conference on Digital libraries New York, NY, USA Association for Computing Machinery | 2010 | AS | https://doi.org/10.1145/1816123.1816202 | music; history; game; virtual worlds; 3D; digital preservation; entertainment; second life | |
Lefford, Nyssim | The Generative Process, Music Composition and Games | Leonardo, 40 129-135 | 2007 | AP | http://www.jstor.org/stable/20206374 | composition; music games; game design; generative games | |
Lehman, Frank | Methods and Challenges of Analyzing Screen Media | The Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge | 2017 | AC | modularity; Schenker; theory; film music; Portal 2; analyzing; approaches; Michael Morasky; Neo-Riemannian; Portal | ||
Lehtonen, Lasse | Editorial: Video game music – all around us yet often ignored | Finnish Music Quarterly, | 2023 | AP | https://fmq.fi/articles/editorial-video-game-music | performance; concerts; introduction; Finland; global; Scandinavia | |
Lehtonen, Lasse | Between different worlds – Locating “Finland” in Final Fantasy V Dear Friends | Finnish Music Quarterly, | 2023 | AP | https://fmq.fi/articles/final-fantasy-v-dear-friends | Final Fantasy; album; finland; kantele; joik | |
Lehtonen, Lasse | Early Discourse About Video Game Music in Japan: Children’s Music, Electronic Bleeps, and the Legitimization of a Genre | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.2.86 | genre; Japan; Dragon Warrior; Koichi Sugiyama; Dragon Quest; music history; children's music | |
Lemon, Andrew; Rietveld, Hillegonda C. | Female Credit: Excavating Recognition for the Capcom Sound Team | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 376-388 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/female-credit-excavating-recognition-for-the-capcom-sound-team/DE0CC25CB4924D3CDF76E0B450FBC86C | History; historiography; Bionic Commando; Commando; Gender; Ghouls 'n Ghosts; Harumi Fujita; ports; remakes; Tamayo Kawamoto | |
Lemon, Andy; Rietveld, Hillegonda C. | The Street Fighter Lady: Invisibility and Gender in Game Composition | Transactions of the Digital Games Research Association, 5 | 2020 | AP | http://todigra.org/index.php/todigra/article/view/112 | gender; arcade game culture; game music composition; Street Fighter | |
Lendino, James R | Scoring for the Modern Computer Game | International Computer Music Assosciation, 4 | 1998 | AP | composition; dynamic music; aesthetics; technology; middleware | ||
Lerner, Neil | Mario's Dynamic Leaps: Musical Innovations (and the Specter of Early Cinema) in Donkey Kong and Super Mario Bros. | Music in Video Games Edited by Donnelly, K.J.; Gibbons, William; Lerner, Neil, Routledge, 1-29 | 2014 | AC | Donkey Kong; early cinema; history; mickey-mousing; silent film; Super Mario Bros. | ||
Lerner, Neil | The Origins of Musical Style In Video Games, 1977–1983 | The Oxford Handbook of Film Music Studies Edited by Neumeyer, David, | 2013 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780195328493.001.0001/oxfordhb-9780195328493-e-015 | Donkey Kong; history; silent film; film music; musical score; screen action; Space Invaders; wall-to-wall music | |
Lerner, Neil | A History of Early US Pinball Sound, 1871–1939 | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.8 | sound design; history; pinball; bagatelle; early video games; coin-operated amusements | |
Lesser, Andrew J. | An Investigation of Digital Game-Based Learning Software in the Elementary General Music Classroom | Journal of Sound and Music in Games, 1 (2) 1-24 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/2/1/106829/An-Investigation-of-Digital-Game-Based-Learning | technology; music education; video games; digital games; software | |
Lesser, Andrew John | Video game technology and learning in the music classroom | Teachers College, Columbia University | 2019 | D, Doctoral | https://doi.org/10.7916/d8-cdxc-yn10 | education; learning; teaching; school; theory | |
Levy, Laura M. | The effects of background music on video game play performance, behavior and experience in extraverts and introverts | Georgia Institute of Technology | 2015 | D, Master's | https://smartech.gatech.edu/handle/1853/54462 | flow; background music; behavior; big five; cognitive performance; extravert; introvert | |
Li, Edwin K. C. | Line Rider and Ludomusical Excesses | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.1.1 | affect; Chinese music; excess; Line Rider | |
Li, Fan; Song, Liuyan Y. | Video Game Music and Cultural Dissemination: A Study of Honour of Kings as a MOBA Game | Galactica Media: Journal of Media Studies, 5 | 2023 | AP | https://galacticamedia.com/index.php/gmd/article/view/389 | Video Game Music; Popular Music; Chinese Traditional Culture; Cultural Dissemination; Honour of Kings | |
Liebe, Michael | Interactivity and Music in Computer Games | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 41-62 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_2 | Computer Game; Game Design; Game Engine; Game Mechanic; Player Performance | |
Lieberman, David | Game enhanced music manuscript | Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia - GRAPHITE '06 Kuala Lumpur, Malaysia ACM Press | 2006 | AS | http://portal.acm.org/citation.cfm?doid=1174429.1174472 | composition; performance; concerts; game scores | |
Liljedahl, Mats | Sound for Fantasy and Freedom | https://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-61692-828-5.ch002 Edited by Grimshaw, Mark, IGI Global | 2011 | AC | https://www.igi-global.com/gateway/chapter/www.igi-global.com/gateway/chapter/46785 | immersion; game mechanics; perception; GameFlow; Interactive Institute; Physical environment; senses; Sonic Studio; stimuli; voices | |
Lind, Stephanie | Active Interfaces and Thematic Events in The Legend of Zelda: Ocarina of Time | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | immersion; leitmotif; Zelda; Nintendo; diegetic; virtual instrument | ||
Lind, Stephanie | Music as temporal disruption in Assassin’s Creed | The Soundtrack, 11 57-73 | 2020 | AP | soundscape; Assassin's Creed; disruption; hypervisual; music analysis; transcription | ||
Lind, Stephanie | Authenticity in the Music of Video Games | Lanham, MD Lexington Books | 2023 | BM | Undertale; nostalgia; retro; history; analysis; Halo; theory; Skyrim; representation; Assassin's Creed; medievalism; medieval; Hades; Dragon Age; Stronghold; Sonic; Samba de Amigo; Obra Dinn; Detroit; Conker's Bad Fur Day; Papers, Please; This War of Mine | ||
Lind, Stephanie | Musical Repetition and Predictive Gameplay in Rhythm Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.15 | structure; kinesonic congruence; dance; Dance Dance Revolution; Beat Saber; gesture; Just Dance | |
Lipscomb, Scott D.; Zehnder, Sean M. | Immersion in the virtual environment: the effect of a musical score on the video gaming experience | Journal of Physiological Anthropology and Applied Human Science, 23 337-343 | 2004 | AP | immersion; cognition; perception; virtual environment; film music | ||
Little, Kyle | Musicianship and Gaming: Investigating Adolsecents' Experiences | University of Wollongong | 2013 | D, Master's | https://ro.uow.edu.au/cgi/viewcontent.cgi?article=4946&context=theses | Guitar Hero; Rock Band; education; cultural capital; schools; syllabus | |
Liu, Yihui | Advanced Dynamic Music: Composing Algorithmic Music in Video Games as an Improvisatory Device for Players | United States -- California University of California, Irvine | 2021 | D, Ph.D. | https://www.proquest.com/docview/2561878619/abstract/899E6DC4917E430FPQ/1 | Advanced dynamic music; Algorithmic composition; Dynamic music; Procedural music; Video game music | |
Livingstone, Steven; Brown, Andrew | Dynamic Response: Real-Time Adaptation for Music Emotion | ACM International Conference Proceeding Series. Vol. 123. | 2005 | AS | adaptive music; emotion; dynamic response | ||
Lomeland, Jon Inge | How Can Interactive Music be Used in Virtual Worlds Like World of Warcraft? | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-007 | nostalgia; MMORPG; interactive music; World of Warcraft; composition techniques; listener fatigue | |
Lopez Duarte, Alvaro E. | Algorithmic interactive music generation in videogames: A modular design for adaptive automatic music scoring | SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience, 9 38-59 | 2020 | AP | https://www.soundeffects.dk/article/view/118245 | algorithmic music; dynamic music; AI; Markov models; Narrative; Wwise | |
López Ibáñez, Manuel; Álvarez, Nahum; Peinado, Federico | Towards an Emotion-Driven Adaptive System for Video Game Music | Advances in Computer Entertainment Technology Edited by Cheok, Adrian David; Inami, Masahiko; Romão, Teresa, Cham Springer International Publishing 360-367 | 2018 | AS | Affective computing; Interactive digital storytelling; Player experience; Procedural content generation | ||
Lorenzo Hernández, María; Bernabeu Hernández, Armando | A Watercolor That Can Be Played: Gris and the Appeal of Handmade Indie Games | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 32-45 | 2023 | AC | emotions; indie games; Nomada Studio; Conrad Roset; watercolor | ||
Lujan, Frank Daniel | Personifying dynamic video game music through live performance : a rescoring of RiME. | Baylor University | 2020 | D, Master's | https://baylor-ir.tdl.org/handle/2104/10996 | composition; performance; dynamic music; puzzle games; RiME | |
Lumumba-Kasongo, Enongo | Beyond Nerdcore: Hip-Hop, Race, and the Business of Gamer-Rap | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.26 | hip-hop; interview; autoethnography; gamer-rap; nerd/geek rap; nerdcore; practitioner | |
Machin, David; Leeuwen, Theo van | Sound, music and gender in mobile games | Gender and Language, 10 412-432 | 2016 | AP | https://journal.equinoxpub.com/GL/article/view/11399 | value; Semiotics; Dragon Island Race; Genie Palace Divine; positioning | |
Maenhout, John | Sonic Representations of Categorical Difference in Diegetic Video Game Music | Chapel Hill Graduate School University of North Carolina | 2018 | D, Master's | https://cdr.lib.unc.edu/concern/dissertations/4f16c286v?locale=en | gender; race; music education; video games; pedagogy; sexuality; Fire Emblem | |
Mancey, Kate | Music and Motion in First-Person Virtual Reality Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.18 | immersion; virtual reality; engagement; place illusion; plausibility illusion; motion in music | |
Mandanici, Marcella; Altieri, Federico; Rodà, Antonio; Canazza, Sergio | Inclusive sound and music serious games in a large-scale responsive environment | British Journal of Educational Technology, 49 620-635 | 2018 | AP | https://onlinelibrary.wiley.com/doi/abs/10.1111/bjet.12630 | education; environments; disability; children; blindness; improvisation | |
Marcos, Germán Ruiz | An investigation on the automatic generation of music and its application into video games | 2019 8th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW) | 2019 | AS | algorithmic composition; Analytical models; Generators; Harmonic analysis; Hidden Markov models; Real-time systems | ||
Marievych, Nataliia; Kuziv, Mariia; Doroshenko, Tеtiana; Aliksiichuk, Olena; Borysova, Tetiana; Fedorchuk, Viktoriia | Training Future Primary School Teachers to Organize Game-Based Music Activities | Revista Romaneasca pentru Educatie Multidimensionala, 14 15-31 | 2022 | AP | https://www.lumenpublishing.com/journals/index.php/rrem/article/view/3695 | play; education; gnoseological-cognitive approach; reflexive readiness | |
Mariucci, Andrea | Sounds and Memories from Distant Worlds: An (Auto)Ethnography of Fabula Ultima | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.3.19 | cultural memory; Final Fantasy; Japan; table-top; transcultura; TTRPG | |
Marks, Aaron | The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, Game Developers | Burlington, MA ; Oxford A K Peters/CRC Press | 2008 | BM | composition; sound design; how-to | ||
Marks, Aaron; Novak, Jeannie | Game Development Essentials: Game Audio Development | Australia ; Clifton Park, NY Delmar Publishing | 2008 | BM | composition; sound design; how-to | ||
Marquez, Israel | Playing new music with old games: The chiptune subculture | G|A|M|E Games as Art, Media, Entertainment, 1 | 2014 | AP | https://www.gamejournal.it/3_marquez/ | chipmusic; chiptune; hacking; subculture; culture; popular music | |
Marshall, Wayne | Social Dance in the Age of (Anti-)Social Media: Fortnite, Online Video, and the Jook at a Virtual Crossroads | Journal of Popular Music Studies 31 (4); 3-15 | 2019 | AP | https://online.ucpress.edu/jpms/article/31/4/3/109341/Social-Dance-in-the-Age-of-Anti-Social | dance; Fortnite; patriarchy; social media; youth culture | |
Martello, Anthony Juan | 8-Bit Heroes: A Look into the Development and Presence of Early Video Game Music in Popular Culture | Wesleyan University | 2010 | D, Undergraduate | https://digitalcollections.wesleyan.edu/islandora/object/ir%3A1265/ | 8-bit; Super Mario Bros.; popular music | |
Marumo, Natsuhiro; Tsutsui, Yuji; Yamada, Masashi | Semantic Congruency Between Music and Video in Game Contents | Advances in Human Factors in Wearable Technologies and Game Design Edited by Ahram, Tareq Z., Cham Springer International Publishing 366-372 | 2019 | AS | emotions; Audio-visual Semantic differential method; Emotion; Semantic congruency | ||
Matz, John Robert | Scoring Mythology, Megacorps, and Magic: The Music of Mythgard | Journal of Sound and Music in Games, 3 60-63 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.1.60 | composition; dynamic music; Card game; industry perspective; Mythgard | |
Mauch, Addrich | »Vrummmummmmm FVISH!«: Soundscapes as Part of Constant Conversations in Action-Adventure Video Game Heterotopias | Marburg: Büchner-Verlag | 2024 | BM | https://www.buechner-verlag.de/buch/vrummmummmmm-fvish/ | Assassin's Creed: Valhalla; ethnomusicology; fieldwork; Horizon Zero Dawn; interface; perception; reality; sites; soundscape; space; Star Wars: Jedi Fallen Order; worldbuilding; worlds | |
Mc Glynn, James Denis | The “Cinematic Promise” of Video Game Music: Stylistic Convergence, Current-Generation Remakes, and the Case of Final Fantasy VII | Journal of Sound and Music in Games, 4 108-138 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.108 | Nobuo Uematsu; Final Fantasy VII; film music; remakes; stylistic convergence | |
McAlpine, Kenneth | A Response to Peter Smucker | Journal of Sound and Music in Games, 1 124-124 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/124/2329/A-Response-to-Peter-Smucker | Nintendo; Kenneth McAlpine; Peter Smucker; Sega | |
McAlpine, Kenneth | The Sound of 1-bit: Technical constraint and musical creativity on the 48k Sinclair ZX Spectrum | G|A|M|E Games as Art, Media, Entertainment, 1 | 2017 | AP | https://www.gamejournal.it/?p=3159 | composition; chiptune; history; 1-bit music; ZX Spectrum; constraint | |
McAlpine, Kenneth B. | Bits and Pieces: A History of Chiptunes | New York Oxford University Press | 2018 | BM | https://oxford.universitypressscholarship.com/10.1093/oso/9780190496098.001.0001/oso-9780190496098 | chiptune; Commodore; 8-bit; Game Boy; Rob Hubbard; Atari; NES; Nintendo | |
McAlpine, Kenneth B. | All Aboard the Impulse Train: A Retrospective Analysis of the Two-Channel Title Music Routine in Manic Miner | The Computer Games Journal, 4 155-168 | 2015 | AP | http://link.springer.com/10.1007/s40869-015-0012-x | chiptune; 1-bit music; binary impulse train analysis; ZX spectrum | |
McAlpine, Kenneth B. | Shake and Create: Reappropriating Video Game Technologies for the Enactive Learning of Music | Serious Games and Edutainment Applications : Volume II Edited by Ma, Minhua; Oikonomou, Andreas, Cham Springer International Publishing 77-97 | 2017 | AC | https://doi.org/10.1007/978-3-319-51645-5_4 | hacking; music education; enactive learning; gestural control; KIDI; MIDI interfaces | |
McAlpine, Kenneth B. | Chiptune, Ownership and the Digital Underground | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 33-51 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/chiptune-ownership-and-the-digital-underground/4575C27508AF724E8ECF00C0CC5C2C24 | piracy; hackers; Ben Daglish; copy protection; cracktro; demoscene; lo-fi; Mark Knight; PSG; warez | |
McAlpine, Kenneth B.; Cook, James; Selfridge, Rod | Hearing history: a virtual perspective on music performance | 3D Audio Edited by Paterson, Justin; Lee, Hyunkook, Routledge | 2021 | AC | virtual reality; history; VR; historical music; historical musicology; performance practice; performance space; reconstrucion; venues | ||
McAlpine, Kenny | Press Play on Tape: 8-Bit Composition on the Commodore 64 | Innovation in Music Edited by Hepworth-Sawyer, Russ; Hodgson, Jay; Paterson, Justin; Toulson, Rob, Routledge | 2019 | AC | composition; chiptune; Commodore 64; 8-bit music | ||
McCorkle Okazaki, Brooke | Onna no Jidai: Women and Video Game Sound in 1980s Japan | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.9 | gender; Japan; politics; sound designer; Capcom; composer; 1980s; economy; female | |
McIntyre, Phillip; Velikovsky, J. T. | A Creative System in Action: Bringing Video Game Music and Sound into Being | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.50 | creativity; games industry; system-based approach; Romanticism; rationalism | |
McKittrick, Megan | Scott Pilgrim vs. The Veteran Gamer: The Canonization and Commodification of Nostalgia in Anamanaguchi's 8-bit Video Game Soundtrack | Reconstruction: Studies in Contemporary Culture, 14 | 2014 | AP | https://web.archive.org/web/20140720050942/http:/reconstruction.eserver.org/Issues/141/McKittrick.shtml | chiptune; nostalgia; 8-bit; postmodernism; Anamanaguchi; Scott Pilgrim vs. the World | |
McSweeney, Anthony | Rob Hubbard's Music: Disassembled; Commented and Explained | C=Hacking, 5 | 1993 | AP | http://ffd2.com/fridge/chacking/c=hacking5.txt | C64; chips; hacking; Commodore 64; Rob Hubbard; SID | |
Medina-Gray, Elizabeth | Modular Structure and Function in Early 21st-Century Video Game Music | Yale University | 2014 | D, Doctoral | https://www.academia.edu/7594328/Modular_Structure_and_Function_in_Early_21st_Century_Video_Game_Music | modularity; structure; earcons; Flower; indeterminate music; loops; smoothness; transitions | |
Medina-Gray, Elizabeth | Analyzing Modular Smoothness in Video Game Music | Music Theory Online, 25 | 2019 | AP | https://www.mtosmt.org/issues/mto.19.25.3/mto.19.25.3.medina.gray.html | modularity; dynamic music; smoothness; modular music; Portal 2; probability; The Legend of Zelda: The Wind Waker | |
Medina-Gray, Elizabeth | Meaningful Modular Combinations: Simultaneous Harp and Environmental Music in Two Legend of Zelda Games | Music in Video Games Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, Routledge | 2014 | AC | analysis; The Legend of Zelda; smoothness; transitions; instruments | ||
Medina-Gray, Elizabeth | Modularity in Video Game Music | Ludomusicology Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Equinox Publishing 53-72 | 2016 | AC | https://journals.equinoxpub.com/books/article/view/23902 | avant-garde; analysis; indeterminacy; John Cage; Pierre Boulez | |
Medina-Gray, Elizabeth | Musical Dreams and Nightmares: An Analysis of Flower | The Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge | 2017 | AC | interactivity; analysis; theory; smoothness; generative; disjunction; Modularity; procedural; Vincent Diamante | ||
Medina-Gray, Elizabeth | Interacting with Soundscapes: Music, Sound Effects and Dialogue in Video Games | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 176-192 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/interacting-with-soundscapes-music-sound-effects-and-dialogue-in-video-games/235D4D126E56187EE6ED098594BABB64 | voice; soundscape; Dragon Quest; Dragon Warrior; auditory icon; earcon; kinesonic synchresis; musical sound; musicality; sfx; Super Mario Galaxy; text | |
Medina-Gray, Elizabeth | Abstract Representations of Voices in Video Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.16 | dialogue; voice; imagination; musical analysis; technological mediation; abstract representation; social semiotics | |
Melendez, Elisa | For Those About to Rock: Gender Codes in the Rock Music Video Games Rock Band and Rocksmith | Florida International University | 2018 | D, Doctoral | https://digitalcommons.fiu.edu/etd/3685 | gender; ethnography; inclusivity; autoethnography; feminism; sexuality | |
Meneguette, Lucas Correia | A afinação do mundo virtual: identidade sonora em jogos digitais | University of São Paolo | 2016 | D, Doctoral | https://sapientia.pucsp.br/handle/handle/repositorio.pucsp.br/handle/handle/19060 | acoustic ecology; ludofunctional characterization; sound palette; world building | |
Mera, Miguel | Invention/Re-invention | Music, Sound, and the Moving Image, 3 44197 | 2009 | AP | http://www.liverpooluniversitypress.co.uk/journals/article/51989/ | intertextuality; film; film music; cross-mediality; Second Life; Tomb Raider | |
Mera, Miguel | An Interview with James Hannigan | Music, Sound, and the Moving Image, 3 99-115 | 2009 | AP | https://muse.jhu.edu/article/315794 | composition; dynamic music; leitmotif; technology; film music; Harry Potter; composer interview | |
Mercer, Andrew | Game Play to Music Play - Video Games in the Music Room | The Canadian Music Educator, 50 (3) 45 | 2009 | AP | https://www.proquest.com/openview/de8c5ab2430e62d4e15f68cf99405e32/1?cbl=45770&pq-origsite=gscholar | education; classroom | |
Merlini, Mattia | The Eclectic Case of Japanese Video Game Music | Journal of Sound and Music in Games, 4 30-52 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.3.30 | eclecticism; postmodernism; Japan; mukokuseki; anime; Japanese music; postmodernity | |
Meyer, Charles | Du mutisme au dialogue; les interactions vocales dans les jeux vidéo | Ecole nationale supérieure Louis Lumière | 2015 | D, Master's | http://www.omnsh.org/sites/default/files/du_mutisme_au_dialogue_-_charles_meyer_-_2015.pdf | narration; immersion; gameplay; spectral analysis; vocal recognition; vocal writing | |
Meyer, Charles | Incorporation et écologie sonore vidéoludiques : la marche sonore comme outil d’analyse | Kinéphanos, Special Issue, 2020 73-100 | 2020 | AP | https://www.kinephanos.ca/2020/incorporation/ | acoustic ecology; video games; Incorporation; sound analysis; soundwalks | |
Meyer, Charles | Jeux de voies et jeux de voix Étudier les écritures sonores vidéoludiques à partir du genre du simulateur de marche | Sciences du jeu, 20-21 | 2023 | AP | http://journals.openedition.org/sdj/5859 | walking simulator; acousmatic narrator; écriture sonore; narrateur acousmatique; sémio-pragmatique; semiopragmatics; simulateur de marche; sound writing; transdiégéticité; transdiegeticity | |
Michailowsky, Alexei | Patsy Gallant and Video Games: Analyzing Game Music Influences and Game Narrative Intersections on the Album Take Another Look (1984) | Journal of Sound and Music in Games, 3 29-47 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.4.29 | narrative; semiotics; analysis; Canada; concept album; cyborg; synthesizer | |
Michalakos, Christos | Designing Musical Games for Electroacoustic Improvisation | Organized Sound, 26 78-88 | 2021 | AP | https://www.cambridge.org/core/journals/organised-sound/article/designing-musical-games-for-electroacoustic-improvisation/D798689D815EB7286F5FDA85E4EBCF6F | drum kit; electroacoustic music; game pieces; improvisation; instrument design; performance; skills | |
Michelmore, Guy | Building Relationships: The Process of Creating Game Music | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 64-73 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/building-relationships-the-process-of-creating-game-music/D3B107DB4B97E6FDC7F55A4785FEB115 | adaptive music; dynamic music; structure; interactivity; implementation; loops; recording; budget; composing; stems | |
Millar, Stephen R; Power, Martin J; Widdop, Paul; Parnell, Daniel; Carr, James, (eds) | Football and Popular Culture: Singing Out from the Stands | New York: Routledge | 2021 | BM | https://www.routledge.com/Football-and-Popular-Culture-Singing-Out-from-the-Stands/Millar-Power-Widdop-Parnell-Carr/p/book/9780367433505 | chants; football; popular culture; songs | |
Millea, James | Rave Racing: Electronic Dance Music and Immersion in WipEout | Journal of Sound and Music in Games, 4 72-90 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.1.72 | interactivity; immersion; EDM; electronic dance music; racing games; rave; techno; Wipeout | |
Millea, James | Pop Shove-It, Pop Music: Tunes, Tricks, and Transmediality in Tony Hawk’s Pro Skater | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.49 | transmediality; authenticity; popular music; Tony Hawk's Pro Skater; skateboarding culture | |
Miller, Ben J. | Music Learning through Video Games and Apps: Guitar Hero, Rock Band, Amplitude, Frequency, and Rocksmith, and Bandfuse , and Bit.Trip Complete, and Audiosurf, and Beat Hazard, and Biophilia (review) | American Music, 31 511-514 | 2013 | AP | https://muse.jhu.edu/article/541150 | composition; education; teaching; apps; theory | |
Miller, Kiri | The Accidental Carjack: Ethnography, Gameworld Tourism, and Grand Theft Auto | Game Studies, 8 | 2008 | AP | http://gamestudies.org/0801/articles/miller | hip-hop; rap; radio; Grand Theft Auto; licensed music; ethnography; avatar; culture; place | |
Miller, Kiri | Playing Along: Digital Games, YouTube, and Virtual Performance | New York Oxford University Press | 2012 | BM | https://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199753451.001.0001/acprof-9780199753451 | Guitar Hero; music games; performance; ethnomusicology; Grand Theft Auto | |
Miller, Kiri | Playable Bodies: Dance Games and Intimate Media | New York Oxford University Press | 2017 | BM | https://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780190257835.001.0001/acprof-9780190257835 | music games; performance; play; gender; dance central; just dance | |
Miller, Kiri | Virtual and Visceral Experience in Music-Oriented Video Games | The Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, | 2013 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-032 | Guitar Hero; performance; Rock Band; immersion; ethnomusicology; instrument; DJ; DJ Hero; game; guitar; virtual | |
Miller, Kiri | Multisensory Musicality in Dance Central | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-017 | interactivity; ethnomusicology; interface; participatory culture; Dance Central; dance; multisensory; rhythm game; sound studies | |
Miller, Kiri | Schizophonic Performance: Guitar Hero, Rock Band, and Virtual Virtuosity | Journal of the Society for American Music, 3 395-429 | 2009 | AP | https://www.cambridge.org/core/journals/journal-of-the-society-for-american-music/article/abs/schizophonic-performance-guitar-hero-rock-band-and-virtual-virtuosity/87327008319F70A4E56E4D5DF7CE6C0D | survey; Guitar Hero; music games; performance; authenticity; realism; response | |
Miller, Kiri | Jacking the Dial: Radio, Race, and Place in "Grand Theft Auto" | Ethnomusicology, 51 402-438 | 2007 | AP | https://www.jstor.org/stable/20174544 | survey; hip-hop; rap; radio; Grand Theft Auto; licensed music; empirical; ethnography; avatar; culture; place; player choice | |
Miller, Kiri | Grove Street Grimm: "Grand Theft Auto" and Digital Folklore | The Journal of American Folklore, 121 255-285 | 2008 | AP | https://www.jstor.org/stable/20487609 | hip-hop; Grand Theft Auto; licensed music; empirical; ethnography; performance practice; folklore | |
Mitchell, Helen | Let's mix it up: interviews exploring the practical and technical challenges of interactive mixing in games | Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://hull-repository.worktribe.com/output/381331/lets-mix-it-up-interviews-exploring-the-practical-and-technical-challenges-of-interactive-mixing-in-games | mixing; dynamic; sound effects; Foley; interactive; real-time integration | |
Mitchell, Helen | Plug-In to Fear: Game Biosensors and Negative Physiological Responses to Music | Music and the Moving Image, 8 37-57 | 2015 | AP | https://www.jstor.org/stable/10.5406/musimoviimag.8.1.0037 | horror; biosensors; brain computer interfaces; EEG | |
Mitchell, Helen R. | Fear and the musical avant-garde in games: Interviews with Jason Graves, Garry Schyman, Paul Gorman and Michael Kamper | Horror Studies, 5 | 2014 | AP | https://hull-repository.worktribe.com/output/381305/fear-and-the-musical-avant-garde-in-games-interviews-with-jason-graves-garry-schyman-paul-gorman-and-michael-kamper | horror; fear; emotions; film; cinema; boredom; gore; psychological effects | |
Mitchell, Ross | Changing Times: The Diatonic Rhythms of Nobuo Uematsu's Final Fantasy Battle Music | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 67-96 | 2022 | AC | battle music; cyclical rhythms; diatonicism; ludic tension; rhythm; transitory rhythms | ||
Morin-Simard, Adreane | L’interférence musicale au cinéma, à la télévision et dans le jeu vidéo | University of Montreal | 2014 | D, Master's | https://papyrus.bib.umontreal.ca/xmlui/bitstream/handle/1866/11628/Morin-Simard_Andreane_2014_memoire.pdf?sequence=4 | ||
Morin-Simard, Andréane | Gamers (Don't) Fear the Reaper: Musical Intertextuality and Interference in Video Games | Contemporary Research on Intertextuality in Video Games | 2016 | AC | intertextuality; television; cinema; interference; popular song | ||
Morisset, Antoine | Ludomusicologie: Origines et Méthodes | Poitiers Université de Poitiers | 2018 | D, Master's | history of ludomusicology; methodology | ||
Morisset, Antoine | Comprendre un jeu par sa musique Une analyse narrative de la musique de The Legend of Zelda : The Wind Waker | Romanesques Revue du Cercll / Roman, Hors-série. Jeu vidéo et romanesque 101-115 | 2021 | AP | https://classiques-garnier.com/romanesques-2021-revue-du-cercll-roman-romanesque-hors-serie-jeu-video-et-romanesque-comprendre-un-jeu-par-sa-musique.html | ||
Moritzen, Karina | Opening Up Virtual Mosh Pits: Music Scenes and In-Game Concerts in Fortnite and Minecraft | Journal of Sound and Music in Games, 3 115-140 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.115 | Fortnite; Minecraft; hyperpop; music scenes; Open Pit; Travis Scott | |
Morris, Jeremy | App Music | The Oxford Handbook of Music and Virtuality Edited by Whiteley, Sheila; Rambarran, Shara, Oxford Oxford University Press 477-494 | 2016 | AC | interactivity; apps; Biophilia; Bjork; CD-ROMs; commodity; cultural goods; enhanced CDs; Lady Gaga | ||
Moseley, Roger | Playing games with music; and vice versa: performance and recreation in Guitar Hero and Rock Band | Taking It to the Bridge: Music as Performance Edited by Cook, Nicholas; Pettengill, Richard, Ann Arbor Universtiy of Michigan Press 279-318 | 2013 | AC | Guitar Hero; ludus; paidia; Rock Band; virtuosity; games; music; Roger Caillois | ||
Moseley, Roger | Keys to Play: Music as a Ludic Medium from Apollo to Nintendo | University of California Press | 2016 | BM | https://www.jstor.org/stable/10.1525/j.ctt1kc6k47 | ludus; paidia; play; interactivity; musicology; interfaces; myth; history; Nintendo; keyboard; Mario; piano | |
Moseley, Roger | Music, Visual Culture, and Digital Games | The Routledge Companion to Music and Visual Culture Edited by Shephard, Tim; Leonard, Anne, New York Routledge 376-384 | 2013 | AC | ludus; rhythm; literacy; technological development; media theory | ||
Moseley, Roger; Saiki, Aya | Nintendo's Art of Musical Play | Music in Video Games: Studying Play Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, New York; London Routledge | 2014 | AC | music games; interfaces; Nintendo; Game & Watch; instruments; Wii Music | ||
Mouraviev, Ivan | The Synchretic Network: Linking Music, Narrative, and Emotion in the Video Game Journey | Nota Bene: Canadian Undergraduate Journal of Musicology, 10 | 2017 | AP | https://ojs.lib.uwo.ca/index.php/notabene/article/view/6613 | narrative; emotion; digital art; Dominic Lopes; Jochen Kleres; Michel Chion; synchresis | |
Mullan, Eoin | Physical Modelling for Sound Synthesis | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 340-360 | 2011 | AC | synthesis; interaction; perception; environments; physical modelling; physics; procedural audio; realism; technology; virtuality | ||
Munday, Rod | Music in Video Games | Music, Sound and Multimedia: From the Live to the Virtual Edited by Sexton, J, 51-67 | 2007 | AP | https://www.academia.edu/764173/3_MUSIC_IN_VIDEO_GAMES | immersion; diegesis; environment; cognitive immersion; mythic immersion | |
Mundhenke, Florian | Resourceful Frames and Sensory Functions – Musical Transformations from Game to Film in Silent Hill | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 107-124 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_6 | Sound Design; Film Sound; Original Music; Police Officer; Sound Effect | |
Mungan, Remzi Yagiz | Performing video games: Approaching games as musical instruments | Purdue University | 2013 | D, Master's | https://docs.lib.purdue.edu/dissertations/AAI1549428 | performance; installation; interface; flow; instruments | |
Murphy, David; Neff, Flaithri | Spatial Sound for Computer Games and Virtual Reality | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 287-312 | 2011 | AC | head releated transfer function; HRTFs; sparial sound; synthetic environments; virtual reality | ||
Mussies, Martine | A Ludomusicologist Goes to the MuseumA Review of Videogames: Design/Play/Disrupt at the Victoria and Albert Museum | Journal of Sound and Music in Games, 1 125-132 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/125/2330/A-Ludomusicologist-Goes-to-the-MuseumA-Review-of | canon; curation; museum; game design; Exhibition; expo; game culture; V&A Museum; Victoria and Albert Museum | |
Nacke, Lennart E.; Grimshaw, Mark | Player-Game Interaction Through Affective Sound | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 264-285 | 2011 | AC | https://www.igi-global.com/chapter/player-game-interaction-through-affective/www.igi-global.com/chapter/player-game-interaction-through-affective/46796 | aesthetics; interaction; sound; emotions; empirical; experience; Affective activity; physiological; psychological; psychophysiological | |
Nacke, Lennart E.; Grimshaw, Mark N.; Lindley, Craig A. | More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game | Interacting with Computers, 22 336-343 | 2010 | AP | https://www.sciencedirect.com/science/article/pii/S0953543810000391 | empirical; experiment; cognitive; EDA; EMG; GEQ; Half-Life 2; psychophysiology; user experience | |
Naxer, Meghan | A Hidden Harmony: Music Theory Pedagogy and Role-Playing Games | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge | 2019 | AC | education; learning; engagement; gamification; syllabus; choice; difficulty; classroom; course; failure; SDT; self-determination theory; skill | ||
Newcomb, David Lawrence | The Fundamentals of the Video Game Music Genre | Virginia James Madison University | 2012 | D, Doctoral | https://www.proquest.com/docview/1015388890/abstract/F128BCD306884B8EPQ/1 | genre; companies; market | |
Newman, J. | The music of microswitches: preserving videogame sound — a proposal | The Computer Games Journal, 7 261-278 | 2018 | AP | https://doi.org/10.1007/s40869-018-0065-8 | archiving; microswitches; preservation | |
Newman, James | Driving the SID chip: Assembly language, composition, and sound design for the C64 | G|A|M|E Games as Art, Media, Entertainment, 1 | 2017 | AP | https://www.gamejournal.it/?p=3153 | Commodore; SID chip; design potential: Rob Hubbard; driver affordance; Martin Galway | |
Newman, James | Before Red Book: Early Video Game Music and Technology | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 12-32 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/before-red-book-early-video-game-music-and-technology/4A13A798338DE8D01227D95A0722D7AC | chiptune; aesthetics; Rob Hubbard; Atari; chip music; Koji Kondo; Amiga; Commodore 64 (C64); Junko Ozawa; Nintendo Entertainment System (NES) | |
Nguyen, Thomas | Gamification and Formal Practice: A Pilot Study on Gamification’s Contributions to Early Childhood Student Teachers’ Musical Practice | Music Technology in Education: Channeling and Challenging Perspectives Edited by Eiksund, Øyvind Johan; Angelo, Elin; Knigge, Jens, Oslo Cappelen Damm Akademisk 103-130 | 2020 | AC | https://press.nordicopenaccess.no/index.php/noasp/catalog/book/108 | motivation; practice; gamification; intervention design; singing; ukelele | |
Nordin, Jesper | Dreaming of new musical interaction – the interactive music in the project Dream | International Journal of Performance Arts and Digital Media | 2024 | AP | https://doi.org/10.1080/14794713.2024.2328007 | composition; video game music; Interactive music; non-linear music; Reactional Music | |
North, Adrian C.; Hargreaves, David J. | Music and driving game performance | Scandinavian Journal of Psychology, 40 285-292 | 1999 | AP | https://onlinelibrary.wiley.com/doi/abs/10.1111/1467-9450.404128 | performance; psychology; experiment; arousal; cognitive processing; Indianapolis 500; racing game | |
Nouwen, Marije; Schepers, Selina; Mouws, Karen; Slegers, Karin; Kosten, Niek; Duysburgh, Pieter | Designing an educational music game: What if children were calling the tune? | International Journal of Child-Computer Interaction, 9, 20-32 | 2016 | AP | https://www.sciencedirect.com/science/article/pii/S221286891630068X | Children; Digital game based learning; Music education; Participatory design | |
Nunes, Alec | A Link Between Worlds: Nostalgia and Liminality in Musical Covers of The Legend of Zelda | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 128-143 | 2022 | AC | fandom; arrangement; covers; musical literacy; OCRemix; remix | ||
O Keeffe, Linda | Sound is Not a Simulation: Methodologies for Examining the Experience of Soundscapes | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 44-59 | 2010 | AC | immersion; noise; space; design; virtual; navigation; Soundscape; urban spaces | ||
O'Hagan, Joseph; Williamson, Julie R.; Khamis, Mohamed; McGill, Mark | Exploring Manipulating In-VR Audio To Facilitate Verbal Interactions Between VR Users And Bystanders | Proceedings of the 2022 International Conference on Advanced Visual Interfaces New York, NY, USA Association for Computing Machinery | 2022 | AS | https://dl.acm.org/doi/10.1145/3531073.3531079 | dialogue; immersion; speech; voice; presence; background audio | |
O'Hara, William | Mapping Sound: Play, Performance, and Analysis in Proteus | Journal of Sound and Music in Games, 1 35-67 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/3/35/110665/Mapping-SoundPlay-Performance-and-Analysis-in | analysis; modernism; aleatory music; indie games; Proteus | |
O'Hara, William | Playing the “Fantastical Gap”: Embedded Soundscapes in Video Games | Music and the Moving Image, 16 5-23 | 2023 | AP | https://dx.doi.org/10.5406/19407610.16.3.02 | narrative; horror; diegesis; acoustic ecology; soundscape; mise en abyme; text games; games within games | |
O’Hara, William | Music and Sound in Early Film-to-Game Adaptations | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.39 | media convergence; film-to-game adaptation; game audio design; video game console; arcade machine | |
O'Leary, Jared Duane | A Corpus-Assisted Discourse Analysis of Music-Related Practices Discussed within Chipmusic.org | Arizona Arizona State University | 2018 | D, Doctoral | https://www.proquest.com/docview/2154870828/abstract/C7BDE8A47C544A38PQ/3 | fandom; covers; remix; enterprise; fans | |
O'Leary, Jared; Tobias, Evan | Sonic Participatory Cultures within, through, and around Video Games | The Oxford Handbook of Music Making and Leisure Edited by Mantie, Roger; Smith, Gareth Dylan, | 2017 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190244705.001.0001/oxfordhb-9780190244705-e-28 | participatory culture; leisure; sonic participation | |
O'Meara, Daniel | Rocksmith and the Shaping of Player Experience | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | music education; pedagogy; Rocksmith; rock; music theory; guitar | ||
Oldenburg, Aaron | Sonic Mechanics: Audio as Gameplay | Game Studies, 13 | 2013 | AP | http://gamestudies.org/1301/articles/oldenburg_sonic_mechanics | acousmatic; experimental; artgames; audio; conceptual art; non-cochlear; Proceduralism; sound art; vision-impaired | |
Oliva, Costantino | Taiko no Tatsujin: Musical literacy in the Media Mix | DIGRA '19 - Game; Play and the Emerging Ludo-Mix | 2019 | AS | http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2019_paper_175.pdf | performance; literacy; media mix; musicking; participation | |
Oliva, Costantino | On the ontological status of musical actions in digital games | The Philosophy of Computer Games Conference; Kraków | 2017 | AS | music games; performance; play; aesthetics; musicking; ontology; philosophy | ||
Oliva, Costantino | The Musical Ludo Mix of Taiko no Tatsujin | Transactions of the Digital Games Research Association, 5 | 2021 | AP | http://todigra.org/index.php/todigra/article/view/118 | musical literacy; japan; ludo mix; taiko; taiko no tatsujin | |
Oliva, Costantino | Musicking with digital games | University of Malta | 2019 | D, Doctoral | https://www.um.edu.mt/library/oar/handle/123456789/62365 | Electroplankton; Ergodic play; Otocky; SimTunes; Sound Fantasy; Taiko no Tatsujin | |
Oliva, Costantino | Otocky: Adventures in Improvisational Musicking | Replaying Japan, 5 135-146 | 2023 | AP | http://doi.org/10.34382/00018329 | Otocky; avant-garde; musicking; game design; experimentation; media art; ergodic | |
Oliva, Costantino | How Musical Are Game Players? Exploring Musical Situations in Video Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.29 | musicality; John Blacking; musical situation; creative impulse; individual expression | |
Oliva, Costantino; Poutiainen, Ari | Otogarden: Exploring Musical Improvisation in Video Games | Journal of Sound and Music in Games, 3 28-58 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.28 | game design; music education; improvisation; research through design | |
Oramus, Tomáš; Neubauer, Petr | A Comparison of the Effect of Sound on Players’ Presence Between VR and Screen-Based Media | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.2.64 | virtual reality; VR; presence; heart rate | |
Ozawa, Junko; Gamberton, Lyman | Waveform Wizard: An Interview with Composer Junko Ozawa | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 52-58 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/waveform-wizard-an-interview-with-composer-junko-ozawa/B78B9993D5A9829ED31E86CA2133DBE1 | soundtrack; album; Galaga 3; Galpus; Haruomi Hosono; Namco; sound driver; Tower of Druaga; waveforms; wavesound generators (WSGs) | |
Paine, Garth | Interactivity, where to from here? | Organised Sound, 7 295-304 | 2002 | AP | https://www.cambridge.org/core/journals/organised-sound/article/abs/interactivity-where-to-from-here/B6D0216390B1F0FE55111792055EA823 | interaction; sound art; dynamic music systems; object-oriented design | |
Paisley, Anna; Cassidy, Gianna | Music games: New opportunities for music education | Music, Technology, and Education Edited by King, Andrew; Himonides, Evangelos, Routledge | 2016 | AC | education; teaching; classroom; informal learning | ||
Palacin, Baptiste | Le rôle du son dans l’apparition de la peur dans le jeu vidéo | Ecole Nationale Supérieure Louis Lumière | 2013 | D, Master's | |||
Paney, Andrew S. | Singing video games may help improve pitch-matching accuracy | Music Education Research, 17 48-56 | 2015 | AP | https://doi.org/10.1080/14613808.2014.969218 | video games; feedback; independent learning; Karaoke Revolution; pitch-matching | |
Paney, Andrew S.; Kay, Ann C. | Developing Singing in Third-Grade Music Classrooms: The Effect of a Concurrent-Feedback Computer Game on Pitch-Matching Skills | Update: Applications of Research in Music Education, 34 42-49 | 2015 | AP | https://doi.org/10.1177/8755123314548047 | performance; education; teaching; school; singing; feedback | |
Park, Hyeonjin | The Difficult, Uncomfortable, and Imperative Conversations Needed in Game Music and Sound Studies | Journal of Sound and Music in Games, 1 87-94 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/87/2334/The-Difficult-Uncomfortable-and-Imperative | representation; diversity; inclusivity; intersectionality | |
Park, Hyeonjin | Understanding the Musical Portrayal of the Desert in Video Games | Bristol University of Bristol | 2016 | D, Master's | perception; representation; environment; sociocultural | ||
Park, Hyeonjin | Melodies of Distant Realms: World Music in the Context of Video Games | South Hadley, MA Mount Holyoke College | 2015 | D, Undergraduate | https://ida.mtholyoke.edu/handle/10166/3680 | perception; ethnography; representation; sociocultural; world music | |
Park, Hyeonjin | Listening to the Gerudo and the Desert in The Legend of Zelda Series | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.28 | authenticity; appropriation; Legend of Zelda; orientalism; Gerudo; the Other/alterity | |
Park, Seungie; Rhee, Dae Woong; Kihl, Taesuk | A case study of learning assessment, flow, satisfaction and expressiveness of the music game: focused on elementary students' music appreciation learning | International Journal of Computational Vision and Robotics, 6 290-299 | 2016 | AP | http://www.inderscience.com/link.php?id=77375 | education; emotion; flow; lessons; music game | |
Parkinson, Tom | Musical Quests in the Kitchen: Musical Experiments for After Dinner (2019) | Journal of Sound and Music in Games, 3 48-55 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.4.48 | play; games; experimentation; acoustics; Alvin Lucier | |
Pasdzierny, Matthias | Geeks on Stage? Investigations in the World of (Live) Chipmusic | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 171-190 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_10 | Music Genre; Video Game; Live Performance; Musical Instrument; Pocket Calculator | |
Pasinski, Amanda | Possible Benefits of Playing Music Video Games | University of Nevada, Las Vegas | 2014 | D, Doctoral | https://digitalscholarship.unlv.edu/thesesdissertations/2287 | cognition; perception; Music; skill; Gamers; Musicians; Non-musicians; Psychology; Rock band | |
Pasinski, Amanda C.; Hannon, Erin E.; Snyder, Joel S. | How musical are music video game players? | Psychonomic Bulletin & Review, 23 1553-1558 | 2016 | AP | https://doi.org/10.3758/s13423-015-0998-x | education; learning; teaching; Musical aptitude; personality; Useful field of view | |
Paul, Leonard J. | Droppin’ Science: Video Game Audio Breakdown | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 63-80 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_3 | Video Game; Sound Design; Sound Effect; Game Play; Music Track | |
Paul, Leonard J. | For the Love of Chiptune | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, | 2014 | AC | https://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-030 | chipmusic; chiptune; Demoscene; Commodore 64; Nintendo Entertainment System; Famitracker; Gameboy; GoatTracker; MOD Music; Open ModPlug Tracker; Retro City Rampage; trackers | |
Paul, Leonard J. | An introduction to granular synthesis in video games | From Pac-Man to Pop Music Edited by Collins, Karen, Routledge | 2008 | AC | dialogue; sound effects; granular synthesis; pure data; Max/MSP; ambient sound; car engines; crowd; fades | ||
Peasant, John Marvin | An Exploration of Digital Gamification on Middle School Band Students' Practice Habits | University of Florida | 2020 | D, Doctoral | teaching; gamification; pedagogy; band; ensemble | ||
Peñate Domínguez, Fede | “Heute gehört uns die Galaxie”: Music and historical credibility in Wolfenstein: The New Order’s Nazi dystopia. | G|A|M|E Games as Art, Media, Entertainment, 1 | 2017 | AP | https://www.gamejournal.it/?p=3173 | historical games; ludic-fictional worlds; myth; Nazism; Wolfenstein | |
Peppler, Kylie; Downton, Michael; Lindsay, Eric; Hay, Kenneth | The Nirvana Effect: Tapping Video Games To Mediate Music Learning and Interest | International Journal of Learning and Media, 3 41-59 | 2011 | AP | https://scholarworks.iu.edu/dspace/handle/2022/14637 | Guitar Hero; Rock Band; education; rhythm games; informal learning; notation; score; sociocultural theory | |
Perez, Matthew | Undertale: A Case Study in Ludomusicology | New York City University of New York Queens College | 2017 | D, Master's | https://www.sssmg.org/wp/repository/undertale-a-case-study-in-ludomusicology/ | Undertale; ethics | |
Perron, Bernard; Roux-Girard, Guillame | Entre synchronisation et action: son et violence dans les jeux vidéo d’horreur | Figures de violence Edited by Bégin, Richard; Perron, Bernard; Roy, Lucie, Paris L'Harmattan 81-91 | 2012 | AC | http://www.creationsonore.ca/wp-content/uploads/2015/10/articles_bernard-perron_guillaume-roux-girard_entre-synchronisation-et-action.pdf | synchronization; horror; Dead Space; Condemned: Criminal Origins | |
Personnic, Clément | Pour une harmonie de raison et de perception - Repenser la ludo-narrativité à l’aune de la théorie musicale | Sciences du jeu, 20-21 | 2023 | AP | http://journals.openedition.org/sdj/5946 | perception; ludo-narrative dissonance; consonance ludo-narrative; design narratif; dissonance ludo-narrative; harmonie ludo-narrative; harmonie tonale; ludo-narrative consonance; ludo-narrative harmony; narrative design; raison; reason; tonal harmony | |
Phillips, Winifred | A Composer's Guide to Game Music | Cambridge, Mass. MIT Press | 2014 | BM | composition; interactive music; games industry | ||
Pichlmair, Martin | Playing Music; Playing Games - Simulation vs. Gameplay in Music-based Games | Vienna Games Conference 2008 'Future and Reality of Gaming' (FROG) Vienna | 2008 | AS | http://igw.tuwien.ac.at/fares/Fares_Kayali/publications/Entries/2008/11/24_Playing_Music;_Playing_Games_-_Simulation_vs._Gameplay_in_Music-based_Games_files/kayali_pichlmair_playingmusic.pdf | Guitar Hero; ludus; music games; paidia; performance; interactivity; interface; Johan Huizinga; simulation | |
Pichlmair, Martin; Kayali, Fares | Levels of Sound: On the Principles of Interactivity in Music Video Games | DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play Tokyo The University of Tokyo | 2007 | AS | http://www.digra.org/wp-content/uploads/digital-library/07311.14286.pdf | Guitar Hero; music games; dynamic music; interactivity; game design; synaesthesia; quantisation | |
Pierce, Charlotte; Woodward Clinton, J; Bartel, Anthony | There's an App For That?: Are Mobile Music Games Serious Educational Tools | Proceedings of DiGRA 2020: Play Everywhere | 2020 | AS | http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_156.pdf | mobile games; educational games; music education; serious games | |
Plank-Blasko, Dana | ‘From Russia with Fun!’: Tetris, Korobeiniki and the ludic Soviet | The Soundtrack, 8 7-24 | 2015 | AP | Russia | ||
Plank, Dana | Mario Paint Composer and Musical (Re)Play on YouTube | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | nostalgia; fandom; participatory culture; Mario Paint Composer; YouTube | ||
Plank, Dana | The Penultimate Fantasy: Nobuo Uematsu’s Score for Cleopatra no Ma Takara | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge | 2019 | AC | exoticism; Final Fantasy; JRPG; Dragon Quest; colonialism; Egypt; Koichi Sugiyama; occidentalism; orientalism; post-colonial | ||
Plank, Dana | From the Concert Hall to the Console: Three 8-Bit Translations of the Toccata and Fugue in D Minor | BACH: Journal of the Riemenschneider Bach Institute, 50 32-62 | 2019 | AP | https://muse.jhu.edu/article/794299 | Sound design; Video games; Baroque music; Composers; Fugues; Horror fiction; Music scores; Music transcriptions; Musical pitch; Pipe organs | |
Plank, Dana | Audio and the Experience of Gaming: A Cognitive-Emotional Approach to Video Game Sound | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 284-301 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/audio-and-the-experience-of-gaming-a-cognitiveemotional-approach-to-video-game-sound/FDD9A6C570A8EFBB73F3E7ADB9DFC20B | cognition; Mega Man; Legend of Zelda; Super Mario Bros.; arousal; attention; Metroid; habituation; physiology; stimulus | |
Plank, Dana | Into the Dragon's Lair: A Sonic Tapestry of Medievalism, Gender, and Sexuality | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 104-119 | 2023 | AC | tropes; gender; Disney; arcade; NES; Nintendo Entertainment System; medievalism; sexuality; Don Bluth; baroque; cel animation | ||
Plank, Dana M | Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes | The Ohio State University | 2018 | D, Doctoral | Musicology; Ludomusicology; Disability; Disability Studies; Impairment; Music and Disability; Soundscapes; Video Game Music; Video Game Sound; Video Game Soundscapes; Video Games | ||
Plank, Dana; Scoggin, Lisa | Introduction: The Intersections of Animation, Video Games and Music | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge xvi-xviii | 2023 | AC | nostalgia; gender; film; sexuality; anime; animation; adapation | ||
Plut, Cale; Pasquier, Philippe | Generative music in video games: State of the art, challenges, and prospects | Entertainment Computing, 33 100337 | 2020 | AP | https://www.sciencedirect.com/science/article/pii/S1875952119300795 | No Man's Sky; ludology; middleware; adaptive; FMOD; AI; Wwise; generative; No One Lives Forever; Spore | |
Polymeropoulou, Marilou | Networked creativity: ethnographic perspectives on chipmusic | University of Oxford | 2016 | D, Doctoral | https://ora.ox.ac.uk/objects/uuid:2c16d1ac-10c8-4493-b624-ebe5be41c9f4 | performance; chipmusic; chiptune; ideology; aesthetics; anthropology; ethnomusicology; poetics; social network; sociology; transnationality | |
Polymeropoulou, Marilou | Knowledge of Limitations: Hacking Practices and Creativity Ideologies in Chipmusic | Volume !, 16(1) 81-99 | 2019 | AP | https://www.cairn.info/revue-volume-2019-2-page-81.htm | Bourdieu; creation; creativity; digitality; doxa; habitus; hacking; hysteresis; knowledge; subculture; transmission | |
Polymeropoulou, Marilou | Chipmusic, Fakebit and the Discourse of Authenticity in the Chipscene | WiderScreen, 1 | 2014 | AP | https://www.semanticscholar.org/paper/Chipmusic%2C-Fakebit-and-the-Discourse-of-in-the-Polymeropoulou/9a11d64f6a0dca6beae932df59ff065e8d06aced | chipmusic; authenticity; ethnography; chipscene; fakebit | |
Polymeropoulou, Marilou | Digital Music Creativity : Chipmusic in/from Greece | Made in Greece Edited by Tragaki, Dafni, London Routledge 113-124 | 2018 | AC | https://www.taylorfrancis.com/chapters/edit/10.4324/9781315749075-12/digital-music-creativity-marilou-polymeropoulou | chipmusic; chiptune; ideology; aesthetics; poetics; social network | |
Ponce Reyes, Juan Carlos | Imagined Past and Future: Aztech Forgotten Gods and Pre-Hispanic Representation | Journal of Sound and Music in Games, 4 1-29 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.3.1 | gender; politics; heritage; Mexico; Mexican; Aztec; pre-hispanic culture; indigeneity | |
Powell, Andrew S. | The Musical Butterfly Effect in Until Dawn | Journal of Sound and Music in Games, 1 22-44 | 2020 | AP | https://doi.org/10.1525/jsmg.2020.1.4.22 | survival horror; death stinger; interactive drama; narrative potential; Until Dawn | |
Powell, Andrew S. | What is “Real?” Diegetic Spaces in Epic Mickey | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 3-17 | 2023 | AC | Disney; diegesis; space; arbiter; narratological space; physical space | ||
Powell, Andrew S.; Dudley, Sam | Historical Narratology and the "Hymn of the Fayth" in Final Fantasy X | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 312-336 | 2022 | AC | FFIX; topics; tropes; Christianity; Gregorian Chant; Hymn of Fayth; Japanese wordplay; Latin; Song of Prayer; Yevon religion | ||
Pozderac-Chenevey, Sarah | A direct link to the past: nostalgia and semiotics in video game music | Divergence Press, 1(2) | 2014 | AP | http://divergencepress.net/2014/06/02/2016-11-3-a-direct-link-to-the-past-nostalgia-and-semiotics-in-video-game-music/ | Zelda; time; popular music; Bastion; Fallout; longing; Nostalgia | |
Pozderac-Chenevey, Sarah | Review of The Legend of Zelda: Ocarina of Time: A Game Music Companion by Tim Summers (Intellect, 2021, 314 pp, $113.50) | Journal of Sound and Music in Games, 2 55-57 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.4.55 | ambient music; Koji Kondo; earcon; Nintendo 64; world music | |
Pozderac-Chenevey, Sarah | The Narrative Function of Pre-Existing Music in Video Games | University of Cincinnati | 2019 | D, Doctoral | https://www.proquest.com/openview/601e91efc0759520816fddfc520d727a/1?pq-origsite=gscholar&cbl=18750&diss=y | Zelda; Fallout 3; Musicology; Bastion; Metal Gear Solid; Semiotics; Assassin's Creed; Bioshock; Historiography; Musical scores; Persona; Postmodernism | |
Pozderac-Chenevey, Sarah | Confronting Nostalgia for Racism in American Popular Music via Bioshock: Infinite | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 225-245 | 2022 | AC | America; ethics; ethnicity; ideology; minstrelsy; race; USA | ||
Quiroz, Lic Ignacio | La función metonímica de los sonidos en The Last Of Us: enfoque desde la teoría del conocimiento de Russell. | Santa Fe, Argentina Universidad Nacional del Litoral Facultad de Humanidades y Ciencias | 2017 | D, Doctoral | https://www.academia.edu/37139745/La_funci%C3%B3n_meton%C3%ADmica_de_los_sonidos_en_The_Last_Of_Us_enfoque_desde_la_teor%C3%ADa_del_conocimiento_de_Russell | sound effects; metonymy; russell; the last of us | |
Rambarran, Shara | Virtual Music: Sound, Music, and Image in the Digital Era | New York London Oxford New Delhi Sydney Bloomsbury Academic | 2021 | BM | technology; virtuality | ||
Rauscher, Andreas | Scoring Play – Soundtracks and Video Game Genres | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 93-105 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_5 | Rock Band; Video Game; Sound Effect; Fictional World; Game World | |
Raussi, Leevi | Following the Beat of Taiko no Tatsujin: The Localization of Japanese Rhythm Games in the West | University of Helsinki | 2017 | D, Master's | https://helda.helsinki.fi/bitstream/handle/10138/190997/Raussi_Leevi_Pro%20gradu_2017.pdf?sequence=2&isAllowed=y | music games; rhythm games; Japan; Finland; localization; taiko drumming | |
Raybould, Dave | Review: Understanding Game Scoring: The Evolution of Compositional Practice for and through Gaming, by Mack Enns | Journal of Sound and Music in Games, 3 69-76 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.4.69 | composition; production; implementation; practice | |
Raz, Carmel | Anne Young’s Introduction to Music (1803): Pedagogical, Speculative, and Ludic Music Theory | The Society for Music Theory Videocast Journal, 4 | 2018 | AP | http://www.smt-v.org/archives/volume4.html#anne-youngs-introduction-to-music-1803-pedagogical-speculative-and-ludic-music-theory | educational games; history of music pedagogy; history of music theory; women in music theory | |
Raziūnaitė, P.; Miliūnaitė, A.; Maskeliūnas, R.; Damaševičius, R.; Sidekerskienė, T.; Narkevičienė, B. | Designing an educational music game for digital game based learning: A Lithuanian case study | 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO) | 2018 | AS | teaching; children; computer-aided instruction; emotional learning | ||
Reale, Steven | Barriers to Listening in World of Warcraft | Music in the Role-Playing Game Edited by Reale, Steven; Gibbons, William, New York Routledge 197-215 | 2019 | AC | MMORPG; Blizzard; chronology; dungeon; leveling; postmodernism; raid; temporality; textuality | ||
Reale, Steven | Transcribing Musical Worlds; or; Is L.A. Noire a Music Game? | Music in Video Games: Studying Play Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, New York; London Routledge | 2014 | AC | music games; analysis; BIT.TRIP; L.A. Noire; levels | ||
Reale, Steven | On the Roll of the Editor: A Response to Barnabas G. Smith | Journal of Sound and Music in Games, 1 83-85 | 2020 | AP | https://doi.org/10.1525/jsmg.2020.1.4.83 | role-playing game; RPG; genre; William Gibbons; editing; Heroes and Harmonies | |
Reale, Steven | Analytical Traditions and Game Music: Super Mario Galaxy as a Case Study | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 193-219 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/analytical-traditions-and-game-music-super-mario-galaxy-as-a-case-study/74C6A831AB7EA23C402E000AC91FB46E | structure; thematic analysis; theory; variation; Nintendo; tonality; harmony; Heinrich Schenker; neo-Riemannian; reductive analysis; Schenkerian; transformational theory; ursatz | |
Reale, Steven B | Chaos in the Cosmos: The Play of Contradictions in the Music of Katamari Damacy | ACT, 2 | 2011 | AP | https://www.act.uni-bayreuth.de/de/archiv/2011-02/04_Reale_Chaos_in_the_Cosmos/index.html | leitmotif; semiotics; music theory; music analysis; Katamari Damacy; kawaii | |
Reale, Steven B. | Checkpoint!: The floodgates have opened. Report on the North American Conferences on Video Game Music | The Soundtrack, 8 99-103 | 2015 | AP | http://www.ingentaconnect.com/content/10.1386/st.8.1-2.99_1 | scholarship; conference report; organization; symposium | |
Rebillard, Fanny | La structure des bandes-son de jeux vidéo et leur rôle dans l'immersion du joueur: points communs et différences avec les bandes-son de films, l'exemple de "The Legend of Zelda : Ocarina of Time" | France Université Paris IV Sorbonne | 2013 | D, Undergraduate | https://www.academia.edu/15359854/La_structure_des_bandes_son_de_jeux_vid%C3%A9o_et_leur_r%C3%B4le_dans_limmersion_du_joueur_Points_communs_et_diff%C3%A9rences_avec_les_bandes_son_de_films_lexemple_de_The_Legend_of_Zelda_Ocarina_of_Time | history; cinema; leitmotive; The Legend of Zelda | |
Rebillard, Fanny | Les enjeux de l’archivage du son dans les jeux vidéo | Villeurbanne, Rhône, France École nationale supérieure des sciences de l'information et des bibliothèques | 2018 | D, Master's | https://www.enssib.fr/bibliotheque-numerique/documents/68373-les-enjeux-de-l-archivage-du-son-dans-les-jeux-video.pdf | interactivity; digital archives; online communities; real-time; records management | |
Rebillard, Fanny | Sonore et ludique : analyses à plusieurs voix | Introduction aux théories des jeux vidéo Edited by Genvo, Sébastien; Philippette, Thibault, Presse universitaires de Liège 203-211 | 2023 | AC | https://www.expressivegame.com/wp-content/uploads/2023/08/Introduction-aux-theories-des-jeux-video.pdf | Ludomusicology; Introduction | |
Rebillard, Fanny | Surviving the Game: Published Soundtracks as Archives | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.10 | history; archives; typologies; publishing | |
Rebillard, Fanny | La Musique dans Zelda. Les clefs d’une épopée hylienne | Toulouse Third Editions | 2021 | BM | Zelda; franchise; fantasy; Ocarina; Hyrule; series | ||
Redecker, Björn | Game Music as a Boundary Object: Applying a Thought Pattern to the Transgressive Audio of Playdead’s Inside (2016) | Journal of Sound and Music in Games, 3 36-49 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.1.36 | aesthetics; diegesis; analysis; audio design; transitions | |
Redecker, Björn; Ganguin, Sonja | Gamemusik und Geräusche – eine populäre Allianz für Game Audio Design der Zukunft | Science MashUp. Zukunft der Games.: Leipziger Beiträge zur Computerspielekultur Edited by Hooffacker, Gabriele; Bigl, Benjamin, Wiesbaden Springer Fachmedien 89-100 | 2020 | AC | https://doi.org/10.1007/978-3-658-31626-6_9 | sound design; noise; Inside; musique concrète | |
Reid, George | Chiptune: The Ludomusical Shaping of Identity | The Computer Games Journal, 7 279-290 | 2018 | AP | https://doi.org/10.1007/s40869-018-0070-y | Chiptune; Play; Fandom; Ludomusicology; Identity | |
Reid, George | Review: Explosions in the Mind: Composing Psychedelic Sounds and Visualisations, by Jonathan Weinel | Journal of Sound and Music in Games, 3 154-158 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.154 | virtual reality; affect; consciousness; psychedelia; synesthesia; uncanny | |
Reid, George; Polymeropoulou, Marilou | Review: The Little Book of Sound Chips: Volumes 1–4, by Chris Abbott & Andrew Laggan | Journal of Sound and Music in Games, 4 87-91 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.3.87 | chips; chiptune; technology; review; David Knapp; David Youd; Andrew Laggan; Christopher Abbott; Tomasz Slanina | |
Reiter, Ulrich | Perceived Quality in Game Audio | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global | 2011 | AC | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-61692-828-5 | interactivity; interaction; empirical; experimental; stimuli; attention; audio domain; cross-modal interaction; plausibility; Quality of experience; salience model; task | |
Rettinghaus, Klaus | Sidology: Zur Geschichte Und Technik Des C64-Soundchips | Digitale Spiele: Interdisziplinäre Perspektiven Zu Diskursfeldern, Inszenierung Und Musik Edited by Hust, Christoph, Bielefeld transcript 269-280 | 2018 | AC | C64; chipmusic; chips; chiptune; Commodore; SID chip | ||
Reyher, Adam | Idea Bank: Popular Culture and Video Games as Tools for Music Learning | Music Educators Journal, 100 16-17 | 2014 | AP | https://doi.org/10.1177/0027432113519067 | teaching; school; theory; lesson; Rhythm Heaven Fever | |
Richard, William | Le Son et la Musique au Service de la Cohérence de l'Univers Interactif D'une Saga Vidéoludique : Le Cas De La Saga Pokémon Et Sa Mythologie | France Université de Bourgogne | 2022 | D, | |||
Richardson, Patrick; Kim, Youngmoo | Beyond Fun and Games: A Framework for Quantifying Music Skill Developments from Video Game Play | Journal of New Music Research, 40 277-291 | 2011 | AP | https://doi.org/10.1080/09298215.2011.565350 | Guitar Hero; music games; Rock Band; education; rhythm games; learning; teaching; music; skill | |
Riddle, Karyn; Di, Zhen; Kim, Sunghak; Myung, Eunyoung; Tay, Swee Kiat; Xu, Fangxin | The unexpected comfort of wearing headphones: Emotional and cognitive effects of headphone use when playing a bloody video game | Entertainment Computing, 19 | 2017 | AP | https://www.sciencedirect.com/science/article/pii/S1875952116300386 | Video games; Blood; Emotions; Headphones; Vividness | |
Rietveld, Hillegonda; Carbone, Marco Benoît | Introduction: towards a polyphonic approach to games and music studies | G|A|M|E Games as Art, Media, Entertainment, 1 | 2017 | AP | https://www.gamejournal.it/?p=3219 | ludomusicology; musicology; game studies; methdodology | |
Roberts, Rebecca | Fear of the Unknown: Music and Sound Design in Psychological Horror Games | Music in Video Games Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, Routledge | 2014 | AC | semiotics; Silent Hill; Dead Space; horror games; identification; Limbo | ||
Robinson, Ciarán | Game Audio with FMOD and Unity | New York Routledge | 2019 | BM | implementation; middleware; adaptive; FMOD | ||
Rodriguez, Ruben C | Rocksmith All Nite: Technology-Mediated Guitar Learning in an Online Affinity Space | University of Texas at San Antonio | 2019 | D, Doctoral | education; learning; teaching; guitar; community; sharing | ||
Rodriguez, Ruben C; Marone, Vittorio | Learning Beyond the Game: A Multimodal Analysis of Rocksmith Users’ Interactions | Acta Ludologica, 3 36-53 | 2020 | AP | multimodality; affinity spaces; games and learning; online learning; Rocksmith. | ||
Roesner, David | Guitar Heroes in the Classroom: The Creative Potential of Music Games | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | music games; performance; creativity; interaction; music education; flow | ||
Roesner, David | The Guitar Hero's Performance | Contemporary Theatre Review, 21 276-285 | 2011 | AP | https://doi.org/10.1080/10486801.2011.585646 | Guitar Hero; music games; performativity; virtuality; instruments; reality; paratexts; simluation | |
Rogers, Katherine Linn | The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America | Case Western Reserve University | 2019 | D, Doctoral | https://etd.ohiolink.edu/apexprod/rws_olink/r/1501/10?clear=10&p10_accession_num=case1559848783170242 | ludomusicology; fandom; film music; sound studies; arcades; music and technology; novelty songs; soundscapes; technomasculinity; video game music; video game sound | |
Rogers, Katja; Weber, Michael | Audio Habits and Motivations in Video Game Players | Proceedings of the 14th International Audio Mostly Conference: A Journey in Sound New York, NY, USA Association for Computing Machinery | 2019 | AS | https://dl.acm.org/doi/10.1145/3356590.3356599 | habit; background; multi-tasking | |
Ronchetti, Sergio; Capstick, Hannah | Scoring Eldest Souls (2021): An Interview with Sergio Ronchetti | Journal of Sound and Music in Games, 3 141-145 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.141 | implementation; RPGs; genre; indie games; hybrid orchestration; pandemic; Eldest Souls; metal | |
Rone, Vincent | History and Reception in the Music of The Legend of Zelda Peritexts | Journal of Sound and Music in Games, 1 44-67 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/2/44/106833/History-and-Reception-in-the-Music-of-The-Legend | Zelda; reception; music; mythology; peritexts | |
Rone, Vincent | Introduction | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 1-22 | 2022 | AC | gender; academia; fandom; interdisciplinarity; musicology; past; retro | ||
Rone, Vincent E. | Twilight and Faërie: The Music of Twilight Princess as Tolkienesque Nostalgia | Mythopoeic Narrative in The Legend of Zelda Edited by Cirilla, Anthony G.; Rone, Vincent E., Routledge | 2020 | AC | memory; past; myth; fantasy; continuity; recollection | ||
Rosenthal, Maximilian | Players as Rock Stars: Song Saga as a Methodological Case Study on Music-Based Social Interaction Games | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.3.43 | autobiography; board game; card game; content analysis; biography; narration; psychology; rock; social interaction game | |
Rossetti, Gregory | Mandatory Metal Moments: The Ubiquity of Heavy Metal Culture in Video Games | Journal of Sound and Music in Games, 4 24-45 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.2.24 | retro; ethnomusicology; popular music; rock; music theory; heavy metal | |
Rossetti, Gregory James | Overworlds, towns, and battles: how music develops the worlds of role-playing video games | Rutgers University - School of Graduate Studies | 2020 | D, Doctoral | https://rucore.libraries.rutgers.edu/rutgers-lib/62986/ | Final Fantasy; Zelda; RPG; JRPG; analysis; Dragon Quest; Dragon Warrior | |
Roux-Girard, Guillaume | L’écoute de la peur: une étude du son dans les jeux vidéo d’horreur; | Montreal Université de Montréal | 2009 | D, Master's | https://papyrus.bib.umontreal.ca/xmlui/handle/1866/5999 | horror; fear; sound; survival horror | |
Roux-Girard, Guillaume | Plunged Alone into Darkness: Evolution and the Staging of Fear in the Alone in the Dark Series | Horror Video Games: Essays on the Fusion of Fear and Play Edited by Perron, Bernard, Jefferson; NC McFarland & Co 145-167 | 2009 | AC | perception; horror; alone in the dark; staging | ||
Roux-Girard, Guillaume | Sound and the Videoludic Experience | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, Oxford University Press | 2014 | AC | http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-008 | interactivity; listening; experience; Civilization IV; Uncharted 2: Honor Among Thieves | |
Roux-Girard, Guillaume | Listening to Fear: A Study of Sound in Horror Computer Games | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global | 2011 | AC | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-61692-828-5 | emotion; reception; meaning; fear; sound; gameplay; dread; Horror; sonic structure | |
Sachsse, Malte | Von spielenden Menschen und gefallenen Engeln. Narrative Aspekte von Videospielmusiken im Fokus einer musikpädagogischen Diagrammatik | Musik - Narration - Narrativ. Zur Kultur des Musik-Denkens Edited by Schatt, Peter W., Münster; New York Waxmann 101-149 | 2021 | AC | Final Fantasy VII; pedagogy | ||
Sadoff, Ronald H. | Scoring for Film and Video Games: Collaborative Practices and Digital Post-Production | The Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, Oxford University Press 662-681 | 2013 | AC | http://oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-039 | adaptive music; audio director; digital post-production; film scoring; MIDI mockup; The Departed; The Lord of the Rings | |
Sakkal, Ali; Martin, Lee | Learning to rock: The role of prior experience and explicit instruction on learning and transfer in a music videogame | Computers & Education, 128 389-397 | 2019 | AP | https://www.sciencedirect.com/science/article/pii/S0360131518302781 | Rock Band; school; lessons; Interactive learning environments; Simulations; Transfer | |
Sala, Janne | Game Music Collective: Redefining concert culture | Finnish Music Quarterly, | 2023 | AP | https://fmq.fi/articles/game-music-collective | culture; orchestra; Concerts; quintet; chamber music; collective | |
Sam, Jordan Hugh; Park, Hyeonjin | Can the Pikmin Speak? | Music and the Moving Image, 17 | 2024 | AP | https://muse.jhu.edu/pub/34/article/920649 | voice; Creature sounds; Pikmin; Post-colonialism; power; Vocality | |
Sander, Huiberts | Listen! - Improving the Cooperation between Game Designers and Audio Designers | Think Design Play: The fifth international conference of the Digital Research Association (DIGRA) | 2011 | AS | http://www.digra.org/wp-content/uploads/digital-library/11313.06472.pdf | education; game design; design research; collaboration; creative practice; multidisciplinarity | |
Sanders, Timothy; Cairns, Paul | Time perception, immersion and music in videogames | Proceedings of the 24th BCS Interaction Specialist Group Conference Swindon, GBR BCS Learning & Development Ltd. | 2010 | AS | psychology; cognition; game design; empirical psychology | ||
Sanger, George "Fat Man" | The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness | Indianapolis, Indiana New Riders | 2003 | BM | history; biography; compositional philosophy; technique; technological development | ||
Saura-Ziegelmeyer, Arnaud | L’Antiquité et les jeux vidéo : représentations sonores | Antiquipop : La référence à l’Antiquité dans la culture populaire contemporaine Edited by Bièvre-Perrin, Fabien; Pampanay, Élise, Lyon MOM Éditions | 2018 | AC | http://books.openedition.org/momeditions/3359 | exoticism; representation; Age of Mythology; Ancient Wars: Sparta; antiquity; Orientalism; Rome: Total War | |
Schabert, German; Schubhan, Marc; Schmitz, Michael; Altmeyer, Maximilian | Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game | Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play | 2023 | AS | https://dl.acm.org/doi/10.1145/3573382.3616085 | motivation; psychology; stress; entertainment; background music; bpm | |
Schartmann, Andrew | Koji Kondo's Super Mario Bros. Soundtrack | New York Bloomsbury Academic | 2015 | BM | technology; history; Super Mario Bros.; sound effects; conceptual metaphors; Nintendo Entertainment System | ||
Schartmann, Andrew | Cultural Imperialism in Capcom’s Mega Man Series | Journal of Sound and Music in Games, 2 17-45 | 2021 | AP | https://online.ucpress.edu/jsmg/article/2/1/17/115924/Cultural-Imperialism-in-Capcom-s-Mega-Man-Series | Mega Man; Japan; Nintendo Entertainment System; imperialism; Keiji Inafune | |
Schartmann, Andrew | Maestro Mario: How Nintendo Transformed Videogame Music into an Art | New York Thought Catalog | 2014 | BM | chiptune; history; Super Mario Bros.; sound effects; The Legend of Zelda; Nintendo; arcade games; Metroid | ||
Schartmann, Andrew | Music of the Nintendo Entertainment System: Technique, Form, and Style | Yale University | 2018 | D, Doctoral | modularity; Mega Man; NES; Nintendo Entertainment System; loops | ||
Schmidt, Brian | Designing Sound Tracks for Coin-op Games or Computer Music for Under $65.00 | International Computer Music Conference Proceedings, 1989 273-276 | 1989 | AP | http://hdl.handle.net/2027/spo.bbp2372.1989.066 | composition; chips; sound design; arcade | |
Schultz, Peter | Rhythm Sense: Modality and Enactive Perception in Rhythm Heaven | Music Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury | 2016 | AC | rhythm; Rhythm Heaven; music game; groove; meter | ||
Schütze, Stephan | The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation | Organised Sound, 8 171-180 | 2003 | AP | https://www.cambridge.org/core/journals/organised-sound/article/abs/creation-of-an-audio-environment-as-part-of-a-computer-game-world-the-design-for-jurassic-park-operation-genesis-on-the-xbox-as-a-broad-concept-for-surround-installation-creation/84017C6F5DAA3D3511EE360CCA6D59B1 | sound design; technology; soundscape; space; sound installation; surround sound | |
Schwinning, Reinke | Klangzeichen: Sinn und Bedeutung in Computerspielmusik: Musik als informationsvermittelnder Teil des Spielinterfaces | PAIDIA. Zeitschrift für Computerspielforschung, | 2020 | AP | https://www.paidia.de/klangzeichen-sinn-und-bedeutung/ | ||
Schwinning, Reinke | Building Worlds with Beethoven: Epistemic Roles of (“Classical”) Music in Animated Films and Video Games | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 47-61 | 2023 | AC | evocative spaces; epistemology; Verwirklichung; actualization | ||
Scoggin, Lisa | The Pseudo-1930s World of Cuphead | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 62-75 | 2023 | AC | exoticism; nostalgia; jazz; race; stereotypes; Fleischer Studios; reception history; Kris Maddigan; Cab Calloway; racism; Moldenhauers Studio | ||
Sextro, Justin | "This Game Stinks": Musical Parody and Nostalgia in Earthbound | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 163-184 | 2022 | AC | intertextuality; Hirokazu "Hip" Tanaka; Keiichi Suzuki; Mother; role-playing game; RPG | ||
Sextro, Justin Daniel | Press Start: Narrative Integration in 16-Bit Video Game Music | University of Missouri-Kansas City | 2012 | D, Master's | Zelda; 16-bit; Chrono Trigger; Earthbound; Narration | ||
Shah, Hriday; Oberoi, Mugdha | Effect of Video Game Music on Hand Dexterity Performance in Young Adults | International Journal of Current Research and Review, 13 39-42 | 2021 | AP | https://ijcrr.com/uploads/3306_pdf.pdf | bi-manual turning test; hand function; motor performance; rythmic auditory stimuli | |
Shahmehri, Demetrius | “A Great, Never-Ending Sky”: Musical Memory and the Desire for Openness in Final Fantasy VII | Journal of Sound and Music in Games, 4 88-107 | 2023 | AP | https://doi.org/10.1525/jsmg.2023.4.4.88 | narrative; memory; canon; nostalgia; immersion; temporality; childhood | |
Shultz, Peter | Music theory in music games | From Pac-Man to Pop Music Edited by Collins, Karen, Routledge | 2008 | AC | Guitar Hero; music games; Schenker; learning; teaching; timing; analysis; space; Dance Dance Revolution; flow; music theory; challenge; reduction | ||
Sites, Joshua | It's no game: The effect of a generative music system on flow in video game players | Indiana University | 2016 | D, Master's | Video games; Psychology; Flow; Generative music; Music listening | ||
Sites, Joshua D.; Potter, Robert F. | Everything Merges with the Game: A Generative Music System Embedded in a Videogame Increases Flow | Game Studies, 18 | 2018 | AP | http://gamestudies.org/1802/articles/sites_potter | algorithmic music; generative music; game design; flow; GameFlow | |
Sittler, Ryan L. | The Effects of Audio and Gender Within a 3D Gaming Environment on the Achievement of Different Educational Objectives | Indiana University of Pennsylavnia | 2015 | D, Doctoral | https://www.semanticscholar.org/paper/The-Effects-of-Audio-and-Gender-Within-a-3D-Gaming-Sittler/d4886d66df34ce510adad5c07892bb4870349710 | Music; Audio; Education; Educational games; Game design; Game development; Information processing | |
Smith, Barnabas | Rip & Tear: Deconstructing the Technological and Musical Composition of Mick Gordon's Score for Doom (2016) | Proceedings of the Australasian Computer Music Conference 2017 The University of Adelaide | 2017 | AS | Music; DOOM; Video Game; Composition; Distortion; First-Person Shooter; Guitar; Score; Technology | ||
Smith, Barnabas G. | Review: Music in the Role-Playing Game: Heroes and Harmonies, edited by William Gibbons and Steven Reale | Journal of Sound and Music in Games, 1 76-82 | 2020 | AP | https://doi.org/10.1525/jsmg.2020.1.4.76 | ludomusicology; role-playing game; RPG; genre; William Gibbons; Steven Reale | |
Smith, Barnabas Gregory | Making the Virtual Actual: A research model to understand music of contemporary open-world video games | University of Adelaide | 2019 | D, Doctoral | narrative; Grand Theft Auto; virtual ethnography; Diegesis; open-world | ||
Smith, Jacob | I Can See Tomorrow In Your Dance: A Study of Dance Dance Revolution and Music Video Games | Journal of Popular Music Studies, 16 58-84 | 2004 | AP | https://onlinelibrary.wiley.com/doi/10.1111/j.0022-4146.2004.00011.x | music games; rhythm games; Dance Dance Revolution; competitions; fan culture; imitation games; PaRappa the Rapper; party rap | |
Smith, Jennifer | Popular Music in the Nostalgia Video Game: The Way It Never Sounded, by Andra Ivănescu | Journal of Sound and Music in Games, 1 84-87 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/2/84/106831/Popular-Music-in-the-Nostalgia-Video-Game-The-Way | nostalgia; appropriation; Popular music | |
Smith, Jennifer | Voices, Combat, and Music: Identity, Camaraderie, and Relationships in Final Fantasy XV | Journal of Sound and Music in Games, 2 42-62 | 2021 | AP | https://online.ucpress.edu/jsmg/article/2/2/42/116913/Voices-Combat-and-MusicIdentity-Camaraderie-and | Final Fantasy; identity; voice; characteristics; characters; combat; song | |
Smith, Jennifer | Vocal disruptions in the aural game world: The female entertainer in The Witcher 3: Wild Hunt, Transistor and Divinity: Original Sin II | The Soundtrack, 11 75-97 | 2020 | AP | performance; storytelling; gender; identity; voice; disruption; Divinity: Original Sin; The Witcher; Transistor | ||
Smith, Jennifer | Worldbuilding Voices in the Soundscapes of Role Playing Video Games | University of Huddersfield | 2020 | D, Doctoral | http://eprints.hud.ac.uk/id/eprint/35389/ | immersion; Final Fantasy XV; identity; voice; environment; NieR: Automata; Transistor; Divinity: Original Sin II; language; vocalization; Witcher | |
Smith, Jeremy W. | “Wear People’s Faces”: Semiotic Awareness in Fan Adaptations of the Music from The Legend of Zelda: Majora’s Mask | Journal of Sound and Music in Games, 1 45-75 | 2020 | AP | https://doi.org/10.1525/jsmg.2020.1.4.45 | semiotics; Zelda; analysis; adaptations; hermeneutics; remixes | |
Smucker, Peter | Gaming Sober, Playing Drunk: Sound Effects of Alcohol in Video Games | The Computer Games Journal, 7 291-311 | 2018 | AP | https://doi.org/10.1007/s40869-018-0069-4 | sound studies; alcohol; censorship; Chrono Trigger; drinking songs; Punch Out | |
Smucker, Peter | Bits and Pieces: A History of Chiptunes, by Kenneth B. McAlpine | Journal of Sound and Music in Games, 1 119-123 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/119/2328/Bits-and-Pieces-A-History-of-Chiptunes-by-Kenneth | Chiptune; chipmusic; chips; Commodore; Game Boy; history; Atari; Nintendo; Gameboy; trackers; fakebit; Korg; Spectrum | |
Smucker, Peter | Playing with American Folk Music, Supernatural Encounters, and Perspectives on Death | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.42 | supernatural; American folk song; Appalachian song; Southern Gothic; religion; death | |
Song, Doo Heon; Kim, Kwang Baek; Lee, Jong Hee | Analysis and evaluation of mobile rhythm games : Game structure and playability | International Journal of Electrical and Computer Engineering (IJECE), 9 5263-5269 | 2019 | AP | http://ijece.iaescore.com/index.php/IJECE/article/view/20669 | Mobile game; Note control; Playability; Rhythm Game; User interface | |
Soulier, Adrien | Musique et jeux vidéo : de l'interactivité d'un média singulier | École Nationale Supérieure Louis Lumière | 2016 | D, Master's | https://www.ens-louis-lumiere.fr/sites/default/files/2017-08/Soulier_Son_2016.pdf | narration; interaction; feedback; fun; reward; system | |
Sporka, Adam J.; Valta, Jan | Design and implementation of a non-linear symphonic soundtrack of a video game | New Review of Hypermedia and Multimedia, 23 229-246 | 2017 | AP | https://ui.adsabs.harvard.edu/abs/2017NRvHM..23..229S | dynamic music; Kingdom Come: Deliverance | |
Stark, Stephanie | Pong, Space Invaders, Super Mario Bros: Die frühe Geschichte der Computerspielmusik | Grimme-Game.de, 2018 | 2018 | AP | https://www.grimme-game.de/2018/07/03/fruehe-geschichte-der-computerspielmusik | ||
Stedman, Kyle D. | Remix Literacy and Fan Compositions | Computers and Composition, 29 107-123 | 2012 | AP | https://www.sciencedirect.com/science/article/pii/S8755461512000187 | Digital rhetoric; Fandom; Pedagogy; Popular culture; Remix; Technological literacy | |
Stevens, Joshua | Child of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild Hunt | Games and Culture, 16 538-556 | 2021 | AP | https://doi.org/10.1177/1555412020914701 | exoticism; semiotics; ethnomusicology; culture; folk music; traditional music; Witcher III | |
Stevens, Richard | The Inherent Conflicts of Musical Interactivity in Video Games | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 74-93 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/inherent-conflicts-of-musical-interactivity-in-video-games/E44805DB282990A362315FD7600385E1 | adaptive music; dynamic music; narration; structure; interactivity; implementation; synchronization; aesthetics; transition; variables | |
Stevens, Richard | Scores for high scores : addressing ludonarrative dissonance in video game music through integrated design | Leeds Leeds Beckett | 2016 | D, Doctoral | adaptive music; dynamic music; synchronization; game design; ludonarrative dissonance | ||
Stevens, Richard; Raybould, Dave | The reality paradox: Authenticity, fidelity and the real in Battlefield 4 | The Soundtrack, 8 57-75 | 2015 | AP | http://www.ingentaconnect.com/content/10.1386/st.8.1-2.57_1 | immersion; authenticity; realism; audio; mediation | |
Stevens, Richard; Raybould, Dave | Designing a Game for Music: Integrated Design Approaches for Ludic Music and Interactivity | The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, Oxford University Press | 2014 | AC | http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-009 | form; ludic music; dynamic; adaptive | |
Stingel-Voigt, Yvonne | Soundtracks virtueller Welten. Musik in Videospielen | Glückstadt Verlag Werner Hülsbusch | 2014 | BM | dynamic music; immersion; first-person shooter; narrativity; performativity | ||
Stingel-Voigt, Yvonne | Functions and Meanings of Vocal Sound in Video Games | Journal of Sound and Music in Games, 1 25-43 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/2/25/106828/Functions-and-Meanings-of-Vocal-Sound-in-Video | immersion; Video games; sound; voice; flow; added value; atmosphere; empathy | |
Stockburger, Axel | The Game Environment From An Auditive Perspective | Level Up: Proceedings from DiGRA 2003. | 2003 | AS | sound design; perception; acousmatic; function; space; environment; sound objects | ||
Stonehouse, James | Interactive Sonic Environments: Sonic Artwork Via Gameplay Experience | University of Kent (United Kingdom) | 2022 | D, Doctoral | https://www.proquest.com/docview/2689296650/abstract/89B787D84F9E49D0PQ/1 | Aesthetics; Artists; Computer science; Musical instruments; Play; Recreation; Software | |
Strank, Willem | The Legacy of iMuse: Interactive Video Game Music in the 1990s | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 81-91 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_4 | Video Game; Adventure Game; Musical Signal; Semantic Unit; Sound Design | |
Strötgen, Stefan | P(l)aying Music and Games | Music and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 191-214 | 2013 | AC | https://doi.org/10.1007/978-3-531-18913-0_11 | Gaming Experience; Music Genre; Music Industry; Popular Music; Video Game | |
Stroud, Joe | The Importance of Music to Anders Behring Breivik | Journal of Terrorism Research 4 (1) 5-18 | 2013 | AP | http://cvir.st-andrews.ac.uk//articles/10.15664/jtr.620/ | ideology; ambient music; background music; Age of Conan; music in everyday life; terrorism | |
Studley, Thomas | Exploring Real-Time Music Composition Through Competitive Gameplay Interactions | University of Newcastle, Australia | 2020 | D, Doctoral | https://nova.newcastle.edu.au/vital/access/services/Download/uon:37887/ATTACHMENT01 | composition; aesthetics; interaction; Evomusic; interfaces; ludic | |
Studley, Thomas; Drummond, Jon; Scott, Nathan; Nesbitt, Keith | Evaluating Digital Games for Competitive Music Composition | Organised Sound, 25 75-88 | 2020 | AP | https://www.cambridge.org/core/journals/organised-sound/article/abs/evaluating-digital-games-for-competitive-music-composition/3C446DB5052160728848FBF8B5346AFC | composition; music games; rhythm games; creativity; interfaces; EvoMusic; System Usability Survey | |
Studley, Thomas; Drummond, Jon; Scott, Nathan; Nesbitt, Keith | Can Competitive Digital Games Support Real-Time Music Creation? | Journal of Sound and Music in Games, 3 1-35 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.1.1 | ludomusicology; ludus; music games; game studies; interactive composition | |
Studley, Thomas; Vella, Richard; Scott, Nathan; Nesbitt, Keith | A definition of creative-based music games | ACSW '18 Proceedings of the Australasian Computer Science Week Multiconference | 2018 | AS | https://doi.org/10.1145/3167918.3167921 | music games; creativity; EvoMusic; Soundrop | |
Summerley, Rory K. | Approaches to Game Fiction Derived from Musicals and Pornography | Arts, 7 (3) 44 | 2018 | AP | https://www.mdpi.com/2076-0752/7/3/44 | games; video games; game fiction; game narrative; game storytelling; ludonarrative dissonance; musicals; pornography | |
Summers, Tim | Video Games as Spaces for Musical Dialogic Education, or 'Why are games good at teaching music; and what can we learn from them?' | Musikalische Praxen und virtuelle Räume Munich Kopaed | 2020 | AC | education; dialogue; interactivity; Robin Alexander; school | ||
Summers, Tim | Analysing Video Game Music: Sources; Methods and a Case Study | Ludomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, UK Equniox | 2016 | AC | analysis; Halo; methods; theory | ||
Summers, Tim | Understanding Video Game Music | Cambridge University Press | 2016 | BM | Video game music; History and criticism | ||
Summers, Tim | The Legend of Zelda: Ocarina of Time: A Game Music Companion | Intellect Books | 2021 | BM | performance; interactivity; implementation; boss; battle music; fandom; adaptation; interface; dungeon; ludic music; auditory icon; earcon | ||
Summers, Tim | Music across the Transmedial Frontier: Star Trek Video Games | Intermedia Games—Games Inter Media: Video Games and Intermediality Edited by Fuchs, Michael; Thoss, Jeff, 207-231 | 2019 | AC | adaptation; transmediality; history; film music; science fiction; Star Trek; television music | ||
Summers, Tim | Opera Scenes in Video Games: Hitmen, Divas and Wagner’s Werewolves | Cambridge Opera Journal, 29 253-286 | 2017 | AP | https://www.cambridge.org/core/journals/cambridge-opera-journal/article/opera-scenes-in-video-games-hitmen-divas-and-wagners-werewolves/591CF6BEE190551BED1A5CE6F1428DED | performance; Final Fantasy; classical music; diegetic music; Assassin's Creed; Beggar's Opera; Gabriel Knight; Hitman; Parasite Eve; phantasmagoria; The Beast Within; Tosca | |
Summers, Tim | Mother/EarthBound Zero and the Power of the Naïve Aesthetic: No Crying Until the Ending | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge 35-53 | 2019 | AC | http://www.taylorfrancis.com/chapters/edit/10.4324/9781351253208-4/mother-earthbound-zero-power-na%C3%AFve-aesthetic-tim-summers | education; emotion; nostalgia; Keiichi Suzuki; JRPG; school; realism; genre; Hirokazu Tanaka; Michael Nyman; Shigesato Itoi | |
Summers, Tim | From Parsifal to the PlayStation: Wagner and Video Game Music | Music In Video Games Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, Routledge | 2014 | AC | leitmotif; Halo; iMUSE; Final Fantasy VI; Loom; metaphysics; Monkey Island 2; The Dig; Wagner | ||
Summers, Tim | Dimensions of Game Music History | The Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge | 2017 | AC | audience; concerts; reception; genre; generations; technologies | ||
Summers, Tim | Morriconian Aesthetics in Video Games: Musical Adaptation and Reinvention in Red Dead Revolver and Red Dead Redemption | Ennio Morricone : Et pour quelques notes de plus… Edited by Huvet, Chloé, Dijon Éditions universitaires de Dijon 257-284 | 2022 | AC | https://pure.royalholloway.ac.uk/files/47169553/Morriconian_Aesthetics_in_Video_Games_ENG.docx | adaptation; opera; genre; film music; RDR; Westerns | |
Summers, Tim | L’esthétique morriconienne dans le jeu vidéo : adaptation et réinvention musicale dans Red Dead Revolver et Red Dead Redemption | Ennio Morricone : Et pour quelques notes de plus… Edited by Huvet, Chloé, Dijon Éditions universitaires de Dijon 257-284 | 2022 | AC | https://pure.royalholloway.ac.uk/files/47169553/Morriconian_Aesthetics_in_Video_Games_ENG.docx | adaptation; opera; genre; film music; RDR; Westerns | |
Summers, Tim | Playing the Tune: Video Game Music, Gamers, and Genre | ACT, 2 | 2011 | AP | https://www.act.uni-bayreuth.de/de/archiv/2011-02/02_Summers_Playing_the_Tune/index.html | interaction; genre; alone in the dark; fighting games; musical analysis; musical traditions; strategy games | |
Summers, Tim | Fantasias on a Theme by Walt Disney: Playful Listening and Video Games | The Oxford Handbook of Cinematic Listening Edited by Cenciarelli, Carlo, Oxford University Press 689-711 | 2021 | AC | https://pure.royalholloway.ac.uk/admin/files/47268577/oxfordhb_9780190853617_e_36_1_.pdf | interactivity; playfulness; Disney; hearing; kinect; listening | |
Summers, Tim | Ritual Spaces: Music and the Video Game as Ritual Encounter | Naxos Musicology Online, | 2020 | AP | https://pure.royalholloway.ac.uk/admin/files/36443297/Naxos_Games_Music_Ritual_Final.pdf | audience; agency; Dorothea von Hantelmann; Kentucky Route Zero; museum; spaces; theatre; time | |
Summers, Tim | Video Game Music - History, Form and Genre | University of Bristol | 2012 | D, Doctoral | dynamic music; structure; interactive music; history; genre | ||
Summers, Tim | Understanding Video Game Music | Cambridge Cambridge University Press | 2016 | BM | |||
Summers, Tim | Images of Chopin in, and through, Japanese Video Games | The Chopin Review, 45050 154-181 | 2023 | AP | https://www.czasopisma.nifc.pl/index.php/cr/article/view/11 | music games; virtuosity; RPG; horror; Eternal Sonata; Gran Turismo; piano; Catherine; sentimentalism; visual novel; Clock Tower; Space Adventure Cobra | |
Summers, Tim | The Queerness of Video Game Music | Cambridge Cambridge University Press | 2023 | BM | https://www.cambridge.org/core/elements/queerness-of-video-game-music/3FE164AEDBCA00D611913C9CD293F6A7 | Undertale; structure; form; chiptune; interactivity; gender; retro; identity; Ocarina of Time; avatar; Tomb Raider; sexuality; remake; LGBT; gay; queer; Splinter Cell; Lara Croft; character; demake; Candy Crush Saga | |
Summers, Tim | Video Game Musicology in Practice: Fifteen Awkward Questions | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.5 | education; canon; musicology; analysis; theory; scholarship; methodology; methods; new musicology; canonization | |
Summers, Tim | Pixel Soundtracks: Exploring Video Game Music Through Twenty Games | Lanham, MA Rowman and Littlefield | 2024 | BM | introduction; history; chiptune; menu music; generative music; dynamic music; worldbuilding; characters; boss; battle; nostalgia; fandom; emotion; remakes; classical music; pop music; identity; adaptations; concerts | ||
Summers, Tim | The Wagnerian Erotics of Video Game Music | Wagner in Context. Edited by David Trippett. Cambridge: Cambridge University Press | 2024 | AC | structure; identity; temporality; metaphysics; avatar; Audre Lorde; Danijela Kulezic-Wilson; Laura Marks; Michael Land; tactility; LucasArts | ||
Summers, Tim; Cook, James; Famer, Will; Ferrè, Elisa Raffaella; Harrison, Lucy; Hemming, Rich; Ivănescu, Andra; Reed, Luke; Roberts, Flossie; Stevens, Richard; Tatlow, Stephen; Whittaker, Laryssa | Music and Sound in Virtual/Augmented Realities—Questions, Challenges and ApproachesA Multidisciplinary Roundtable | Journal of Sound and Music in Games, 2 63-83 | 2021 | AP | https://online.ucpress.edu/jsmg/article/2/2/63/116911/Music-and-Sound-in-Virtual-Augmented-Realities | perception; diegesis; virtuality; AR; cybersickness; proprioception; spatiality; VR | |
Svec, Henry Adam | Becoming Machinic Virtuosos: Guitar Hero, Rez, and Multitudinous Aesthetics | Loading..., 2 | 2008 | AP | https://journals.sfu.ca/loading/index.php/loading/article/view/30 | capitalism; Guitar Hero; performance; postmodernism; economics; empire; Rez | |
Sweeney, M. R. | The aesthetics of videogame music | University of Oxford | 2015 | D, Doctoral | https://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a | play; Aesthetics; aleatoric; aleatory; culture industry; Kirkpatrick; Ludomusicology | |
Sweeney, Mark | Isaac's Silence: Purposive Aesthetics in Dead Space | Ludomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, UK Equniox 172-197 | 2016 | AC | avant-garde; aesthetics; Alien; Dead Space; Kryzysztof Penderecki; The Shining | ||
Sweeney, Mark | Aesthetics and social interactions in MMOs: The gamification of music in Lord of the Rings Online and Star Wars: Galaxies | The Soundtrack, 8 25-40 | 2015 | AP | aesthetics; gamification; Lord of the Rings Online; aesthetic experience; social interaction; Star Wars Galaxies | ||
Sweeney, Mark | The Ludomusicology Research Group: Reflections on Our First Decade | Journal of Sound and Music in Games, 2 56-61 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.3.56 | interdisciplinarity; canons; conferences; Europe; Ludo; RMA; Royal Musical Association; SSSMG | |
Sweeney, Mark | Analysing Crysis | Oxford University of Oxford | 2011 | D, Master's | dynamic music; analysis; aleatoric composition; Crysis; mobile form; topic theory | ||
Sweet, Michael | Writing Interactive Music for Video Games: A Composer's Guide | Upper Saddle River, NJ Addison-Wesley | 2014 | BM | composition; industry; interactive music; middleware | ||
Tafalla, Richard J. | Gender Differences in Cardiovascular Reactivity and Game Performance Related to Sensory Modality in Violent Video Game Play | Journal of Applied Social Psychology, 37 2008-2023 | 2007 | AP | https://onlinelibrary.wiley.com/doi/10.1111/j.1559-1816.2007.00248.x | psychology; gender; blood pressure; DOOM; heart rate; stress; violence | |
Takidaira, Shio; Shoji, Yoshiyuki; Dürst, Martin J. | Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action Games | HCI in Games Edited by Fang, Xiaowen, Cham Springer International Publishing 119-138 | 2022 | AS | Memory; Chart; Play log analysis; Rhythm action game | ||
Tan, Marcus Cheng Chye | Disruptive Vocalities: Auditory Immersion in Punchdrunk’s The Drowned Man: A Hollywood Fable and First-Person Digital Games | | Journal of Sound, Silence, Image and Technology, 3 94-110 | 2020 | AP | http://jossit.tecnocampus.cat/index.php/jossit/article/view/26 | performance; immersion; theatre; acoustic ecology; soundscape; The Drowned Man: A Hollywood Fable | |
Tan, Siu-Lan; Baxa, John; Spackman, Matthew P. | Effects of built-in audio versus unrelated background music on performance in an adventure role-playing game | International Journal of Gaming and Computer-Mediated Simulations, 2 1-23 | 2010 | AP | psychology; cognition; cognitive load; controller sound; sources | ||
Taniguchi, Akinori; Yamada, Masashi | Emotional Features of Musical Pieces with Seamless Transitions in a Video Game | Advances in Industrial Design Edited by Shin, Cliff Sungsoo; Di Bucchianico, Giuseppe; Fukuda, Shuichi; Ghim, Yong-Gyun; Montagna, Gianni; Carvalho, Cristina, Cham Springer International Publishing 813-819 | 2021 | AS | dynamic music; emotion; NieR: Automata; seams | ||
Tate, James | Creating a Coherent Score: The Music of Single-Player Fantasy Computer Role-Playing Games | Durham University | 2021 | D, Doctoral | http://etheses.dur.ac.uk/14059/ | narrative; role-playing games; RPGs; concerts; style; genre; orchestration; fantasy; cultural heritage; histories; templates | |
Tate, James L. | A Link Between Worlds: The Construction of Nostalgia in Game Music and Final Fantasy IX | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 152-177 | 2022 | AC | nostalgia; FFIX; Vivi; ALI model; Black mage; immersion; quotation; stylistic allusion | ||
Tate, James S. | The Devil in the Detail: Analysing Nobuo Uematsu's "One-Winged Angel" from Final Fantasy VII | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 34-66 | 2022 | AC | battle; boss; FFVII; formal analysis; Schenker; Sephiroth | ||
Tatlow, Stephen | Everyone in Space Wants to Hear You Scream: Toward a Framework for Understanding Player Voice in Virtual Worlds | Journal of Sound and Music in Games, 1 15-34 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/3/15/110663/Everyone-in-Space-Wants-to-Hear-You-ScreamToward-a | immersion; virtuality; EVE Online; game sound; Player voice | |
Tatlow, Stephen | Music and Narrative Experience in Final Fantasy XIV: A Realm Reborn | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 206-235 | 2022 | AC | asynchrony; FATEs; FFXIV; geography; location; MMORPG; Realm Reborn; synchronization; synchrony | ||
Tatlow, Stephen | Experiential Perspectives on Sound and Music for Virtual Reality Technologies | Royal Holloway University of London | 2023 | D, | immersion; transmediality; authenticity; virtual reality; virtuality; augmented reality; Alyx; auditory environments; mixed reality | ||
Teetsel, Sarah | Musical memory of the player, characters, and world of "The Legend of Zelda" video game series | Ohio Bowling Green State University | 2015 | D, Master's | https://www.proquest.com/docview/1718230330/abstract/D9CF5CC95F484B23PQ/1 | Communication and the arts; Legend of Zelda; Memory; Music and memory; Music history; Musicology; Ocarina of Time; Video games | |
Tekrø, Even Ågrimsønn Næss | Playing the Sound of Silence: Immersion, Loneliness, and Analysis of Multimodal Intertextuality in 21st Century Video Game Music | University of Oslo | 2018 | D, Master's | https://www.duo.uio.no/handle/10852/66467 | immersion; Zelda; Bloodborne; Breath of the Wild; No Man's Sky | |
Tessler, Holly | The new MTV? Electronic Arts and 'playing' music | From Pac-Man to Pop Music: Interactive Audio in Games and New Media Edited by Collins, Karen, Farnham Ashgate 13-26 | 2008 | AC | copyright; promotion; Grand Theft Auto; licensed music; Marketing; MTV; Steve Schnur | ||
Thomas, Chance | Composing Music for Games: The Art; Technology and Business of Video Game Scoring | CRC Press | 2016 | BM | composition; industry; textbook; interactive music | ||
Thomas, M | Music in Video Games | The International Journal of Urban Labour and Leisure, 6 | 2004 | AP | http://ijull.co.uk/vol6/1/thomas.pdf | industry; marketing; overview; promotion | |
Thompson, Ryan | Operatic Conventions and Expectations in Final Fantasy VI | Music in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, New York Routledge 117-128 | 2019 | AC | structure; Nobuo Uematsu; leitmotif; theatre; 16-bit; classical; Handel; JRPG; stage; theatricality | ||
Thompson, Ryan | Game Music Beyond the Games | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 409-423 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-beyond-the-games/6428317259AF9DDC0133A774B8A009E4 | fandom; OCRemix; adaptation; copyright; participatory culture; fan culture; albums; David Lloyd; OverClocked ReMix; remixing | |
Thompson, Ryan | NACVGM 2020 Retrospective Thoughts on Organizing a Digital Conference | Journal of Sound and Music in Games, 2 70-76 | 2021 | AP | https://online.ucpress.edu/jsmg/article/2/1/70/115923/NACVGM-2020-RetrospectiveThoughts-on-Organizing-a | communication; conference organization; Digital scholarship; online presentation | |
Thompson, Ryan | A Far-Off Memory: Kingdom Hearts III and Musical Reuse | The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 149-162 | 2023 | AC | Final Fantasy; Disney; Remaster; Yoko Shimomura | ||
Thompson, Ryan Clarke | Interactivity in Game Audio: Instances in which Listening Improves a Player's Gameplay | University of Minnesota | 2017 | D, Doctoral | Final Fantasy; earcon; information; Left 4 Dead; communication; audio icon; Audiosurf | ||
Tiger, Guillaume; Natkin, Stéphane | Synthèse sonore d'ambiances urbaines pour les applications vidéoludiques | Paris, CNAM | 2014 | D, Doctoral | http://www.theses.fr/2014CNAM0968 | sound design; sound effects; field recording; granular synthesis; procedural sound; pure data; sound scape; virtual cities | |
Tinwell, Angela; Grimshaw, Mark; Williams, Andrew | Uncanny Speech | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 213-234 | 2011 | AC | cross-modality; facial expression; fidelity; human; lip-synch; speech; uncanniness; uncanny valley | ||
Tobias, Evan S. | Let's Play! Learning Music through Video Games and Virtual Worlds | The Oxford Handbook of Music Education Edited by McPherson, Gary; Welch, Graham, Oxford Oxford University Press 531-548 | 2017 | AC | education; learning; engagement | ||
Tobias, Evan S.; O'Leary, Jared | Video Games | The Routledge Companion to Music, Technology, and Education Edited by King, Andrew; Himonides, Evangelos; Ruthman, S. Alex, New York Routledge 263-272 | 2017 | AC | play; education; learning; social engagement; teaching; thinking | ||
Tomczak, Sebastian | On the development of an interface framework in chipmusic: theoretical context, case studies and creative outcomes | Adelaide University of Adelaide | 2011 | D, Doctoral | https://digital.library.adelaide.edu.au/dspace/handle/2440/70888 | composition; chipmusic; hardware interfacing; synthesis | |
Tomczak, Sebastian | Authenticity and Emulation: Chiptune in the Early Twenty-First Century | International Computer Music Association, 2008 | 2008 | AP | http://hdl.handle.net/2027/spo.bbp2372.2008.035 | chiptune; synthesis; authenticity; emulation; identity | |
Tonelli, Chris | The Chiptuning of the World: Game Boys; Imagined Travel; and Musical Meaning | The Oxford Handbook of Mobile Music Studies; Vol. 2 Edited by Stanyek, Jason; Gopinath, Sumanth, New York Oxford University Press 402-426 | 2014 | AC | chipmusic; chiptune; Gaston Bachelard; Little Sound DJ; LSDJ; meaning; mobility; Nintendo Game Boy | ||
Tonelli, Chris | The Temporary Avatar Zone: Pico-Pico Parties in Tokyo | Music in Video Games: Studying Play Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, New York; London Routledge | 2014 | AC | performance; popular music; Japan; Pico-Pico; YMCK | ||
Tonelli, Chris | Game Music and Identity | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 327-342 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-and-identity/E58C5A25A908FF3F7921D82B91646372 | affordance; masculinity; Civilization IV; diversity; subjectivity; identification; alterity; class; disidentification; othering; The Last of Us | |
Toprac, Paul; Abdel-Meguid, Ahmed | Causing Fear: Suspense and Anxiety Using Sound Design in Comptuer Games | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 176-191 | 2011 | AC | synchronization; cognition; fear; acousmatic; anxiety; Darwin; diegesis; emotions; empirical; James-Lange; social construction; suspense; timing; volume | ||
Troise, Blake | The 1-Bit Instrument: The Fundamentals of 1-Bit Synthesis, Their Implementational Implications, and Instrumental Possibilities | Journal of Sound and Music in Games, 1 44-74 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/44/2337/The-1-Bit-InstrumentThe-Fundamentals-of-1-Bit | chiptune; history; timbre; 1-bit; one-bit; polyphony; pulse interleaving; pulse pin method; ZX Spectrum | |
Tsingos, Nicolas; Viaud-Delmon, Isabelle; Alloza, David | Réalité virtuelle: Simulation sonore en trois dimensions par Nicolas Tsingos. Phobies à l'épreuve du virtuel, entretien avec Isabelle Viaud-Delmon; propos recueillis par Dominique Chouchan. Le jeu vidéo est un produit de très haute technologie par David Alloza | Les Cahiers de l'INRIA-La Recherche 427 février 2009 (2009). | 2009 | AP | |||
Tsukamoto, Masanari; Yamada, Masashi; Yoneda, Ryo | A Dimensional Study on the Emotion of Musical Pieces Composed for Video Games | Proceedings of 20th International Congress on Acoustics. Vol. 918. 2010. | 2010 | AP | psychology; congruency; excitation; experiment; pleasantness; semantic differential scales | ||
Tuuri, Kai; Koskela, Oskari; Vahlo, Jukka; Tissari, Heli | Identifying the Impact of Game Music both Within and Beyond Gameplay | Entertainment Computing – ICEC 2021 Edited by Baalsrud Hauge, Jannicke; C. S. Cardoso, Jorge; Roque, Licínio; Gonzalez-Calero, Pedro A., Cham Springer International Publishing 411-418 | 2021 | AC | https://link.springer.com/10.1007/978-3-030-89394-1_33 | Everyday Memories; HCI; impact; memory; motivation | |
Vaculíková, Jana | Rocksmith, Rocksmith 2014 Edition – Remastered: A Comprehensive Musical Game and Teaching Tool | College Music Symposium, 58 no. 2 1-2 | 2018 | AP | http://www.jstor.org/stable/26564896 | performance; education; guitar; tutor | |
Valente, Andrea C. | Can Man with a Movie Camera Shoot Enemy Zero? Convergence and Transcoding in Michael Nyman’s Musical Scores | Convergence Culture Reconsidered: Media - Participation - Environments Edited by Georgi, Claudia; Glaser, Brigitte Johanna, Göttingen Göttingen University Press 195-207 | 2015 | AC | http://resolver.sub.uni-goettingen.de/purl?univerlag-isbn-978-3-86395-217-4.12 | transmediality; borrowing; film; intermedia; movies | |
Valtonen, Jonne | On my music and beyond: On the outer ranges of composerhood | Finnish Music Quarterly | 2023 | AP | https://fmq.fi/articles/on-the-outer-ranges-of-composerhood | practice; recording; interview; composer; Musica Nova | |
van Elferen, Isabella | Sonic Descents: Musical Dark Play in Survival and Psychological Horror | The Dark Side of Game Play: Controversial Issues in Playful Environments. Edited by Linderoth, Jonas; Mortensen, Torill Elvira; Brown, Ashley, New York Routledge 226-241 | 2015 | AC | Amnesia: The Dark Descent; dark play; horror | ||
van Elferen, Isabella | Gothic Music: The Sounds of the Uncanny | Cardiff University of Wales Press | 2012 | BM | horror; Call of Cthulu; gothic; hyperreal; Lost; magic circle; Myst; Resident Evil; Silent Hill; uncannny | ||
van Elferen, Isabella | Ludomusicology and the New Drastic | Journal of Sound and Music in Games, 1 103-112 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/103/2326/Ludomusicology-and-the-New-Drastic | ludomusicology; play; interactivity; musicology; liveness; phenomenology; Carolyn Abbate; critical theory; drastic; gnostic | |
van Elferen, Isabella | Analyzing game musical immersion : the ALI model | Ludomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, U.K. Equinox 32-52 | 2016 | AC | http://dx.doi.org/10.1558/equinox.23901 | immersion; interaction; literacy; Dead Space; affect; Amnesia | |
van Elferen, Isabella | ¡Un Forastero! Issues of Virtuality and Diegesis in Videogame Music | Music and the Moving Image, 4 30-39 | 2011 | AP | https://www.jstor.org/stable/10.5406/musimoviimag.4.2.0030 | Guitar Hero; hyperreal; magic circle; Resident Evil; diegesis; virtuality; flow; intermediality; uncanny; GPS | |
van Elferen, Isabella | Perpetuum Mobile: Musical Virtual Worlds from Sound Recording to Videogames | The Cambridge Companion to Music and Digital Culture Edited by Cook, Nicholas; Ingalls, Monique; Trippett, David; Webb, Peter, Cambridge Cambridge University Press 209-226 | 2019 | AC | virtual reality; phenomenology; drastic; embodiment; affect; mobile music; muscial immersion | ||
van Geelen, Tim | Realizing groundbreaking adaptive music | From Pac-Man to Pop Music: Interactive Audio in Games and New Media Edited by Collins, Karen, Farnham Ashgate 93-102 | 2008 | AC | composition; adaptive music; future | ||
van Nispen tot Pannerden, Than; Huiberts, Sander; Donders, Sebastian; Koch, Stan | The NLN-Player: A System for Nonlinear music in Games | Proceedings of the ICMC 2011; 31 July - 5 August 2011; | 2011 | AS | https://www.academia.edu/download/37786356/Interactive-Music-the-NLN-player.pdf | adaptive music; dynamic music; horizontal resequencing | |
van Tol, Richard; Huiberts, Sander | IEZA: A Framework For Game Audio | Gamasutra | 2008 | AP | https://www.gamasutra.com/view/feature/131915/ieza_a_framework_for_game_audio.php | adaptive music; dynamic music; synchronization; timing; nonlinearity | |
Velleman, Eric; Van Tol, Richard; Verwey, Hugo; Huiberts, Sander | 3D Shooting Games; Multimodal Games; Sound Games and More Working Examples of the Future of Games for the Blind | International Conference on Computers for Handicapped Persons Berlin Springer | 2004 | AS | accessibility; First-Person Shooter; blindness; FPS; Global Positioning System; GPS; impairment; partially sighted | ||
Veneri, Olivier; Natkin, Stéphane | Architecture d'un intergiciel pour la création sonore dans les jeux vidéo | France, France Conservatoire national des arts et métiers | 2009 | D, Doctoral | cue processing; real-time music; sound design tool; sound designer | ||
Verran, Erick | Negative Ecologies, or Silence’s Role in Affordance Theory | Journal of Sound and Music in Games, 2 36-54 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.4.36 | music; affordance; space; ecology; autonomy; silence | |
Villarreal III, Armando | The Effects of Music on Gameplay and Immersion | Cambridge, MA MIT | 2009 | D, Master's Thesis | immersion; game design; experience; questionnaire; empirical research; Gears of War | ||
Villepreux, Tommaso | Les stéréotypes genrés de la musique de jeux vidéo | Paris Université Paris 8 Saint-Denis | 2016 | D, Master's Thesis | gender; genre; representation; stereotypes | ||
Villepreux, Tommaso | La musique dans le jeu vidéo: fonction et interaction | Paris Université Paris 8 Saint-Denis | 2014 | D, Master's Thesis | interaction; role of music | ||
Visi, Federico; Faasch, Frithjof | Motion Controllers; Sound; and Music in Video Games: State of the Art and Research Perspectives | Emotion in Video Game Soundtracking Edited by Williams, Duncan; Lee, Newton, Cham Springer 85-103 | 2018 | AC | emotion; engagement; instruments; body; corporeality; motion | ||
Vitalino, Michael; Rone, Vincent | A Player's Guide to the Psychology of Nostalgia and Videogame Music | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 24-45 | 2022 | AC | memory; emotion; rhythm; interdisciplinarity; cognition; entrainment | ||
Wang, Ge | The World Is Your Stage: Making Music on the iPhone | The Oxford Handbook of Mobile Music Studies; Vol. 2 Edited by Stanyek, Jason; Gopinath, Sumanth, 487-504 | 2014 | AC | mobility; app; CCRMA; cellphone; iphone; Leaf Trombone; mobile music; mobile phone; Ocarina; Smule; Sonic Lighter; World Stage | ||
Wang, Yi-Hsuan | Exploring the effects of using various designs of game-based materials on music learning | Interactive Learning Environments, 0 42005 | 2021 | AP | https://doi.org/10.1080/10494820.2021.1894182 | music education; game-based learning; game design and development | |
Warde-Brown, Ailbhe | Waltzing on Rooftops and Cobblestones: Sonic Immersion through Spatiotemporal Involvement in the Assassin’s Creed Series | Journal of Sound and Music in Games, 2 34-55 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.3.34 | historical games; open-world; ALI; Assassin’s Creed; Sonic immersion; spatiotemporal involvement | |
Washburn, Megan; Khosmood, Foaad | Dynamic Procedural Music Generation from NPC Attributes | International Conference on the Foundations of Digital Games New York, NY, USA Association for Computing Machinery | 2020 | AS | https://doi.org/10.1145/3402942.3409785 | generative music; adaptive music; dynamic music; boss; non-playable character; non-player characters; NPCs | |
Waxman, Jonathan | The Sounds of 8-Bit Nostalgia: The Resurgence of Chiptune Music in Contemporary Film-Based Videogames | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 107-126 | 2022 | AC | retro; E.T.; Manos: Hands of Fate; Mega Man; The Room | ||
Wechselberger, Ulrich | Music Game Enjoyment and Natural Mapping Beyond Intuitiveness | Simulation & Gaming, 47 304-323 | 2016 | AP | https://doi.org/10.1177/1046878116651024 | music games; engagement; simulation; enjoyment; game controllers; natural controllers; natural mapping | |
Weinel, Jonathan | Review: Ludified, edited by Marko Ciciliani, Barbara Lüneburg, and Andreas Pirchner | Journal of Sound and Music in Games, 3 146-149 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.146 | performance; audience perception; audiovisual composition; video game technology | |
Weinel, Jonathan | Auditory Hallucinations and Altered States of Consciousness in Video Games | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.33 | altered state of consciousness; ASC; hallucination; avatar-centered subjectivity; audio design guidelines | |
Weinel, Jonathan | Visualizing Music with Video Game Technologies | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.21 | audiovisual art; pedagogy; synesthesia; visualization; multimodal perception; engine | |
Weiser, Matthieu | L’Ambiance narrative musicale de Final Fantasy VII | Poitiers Université de Poitiers | 2010 | D, Master's Thesis | narration; Nobuo Uematsu; Final Fantasy VII; role-playing game; RPG; JRPG | ||
Went, Kees; Huiberts, Sander; van Tol, Richard | Game Audio Lab - An Architectural Framework for Nonlinear Audio in Games | Audio Engineering Society | 2009 | AS | https://www.aes.org/e-lib/browse.cfm?elib=15169 | design; experimentation; nonlinear audio | |
Werle, Xavier Derrick | The Music of World of Warcraft - Lore of Epic Music | University of California, Los Angeles | 2014 | D, Doctoral | https://escholarship.org/uc/item/2xk8k2mx | RPG; analysis; theory; Blizzard; epic music; Hans Zimmer; trailer; Warcraft | |
Weske, Jörg | Digital Sound and Music in Computer Games | 2000 | ER | http://3daudio.info/gamesound/ | dynamic music; technology; history; genre; interview | ||
Whalen, Zach | Game Studies - Play Along - An Approach to Videogame Music | Game Studies, 4 | 2004 | AP | http://www.gamestudies.org/0401/whalen/ | narrative; immersion; Silent Hill; Legend of Zelda; Super Mario Bros.; function; cartoon music; mickey mousing | |
Whalen, Zach | Case Study: Film Music vs. Video-Game Music: The Case of Silent Hill | Music, Sound and Multimedia: From the Live to the Virtual Edited by Sexton, Jamie, Edinburgh University Press 68-82 | 2007 | AC | https://www.cambridge.org/core/books/music-sound-and-multimedia/case-study-film-music-vs-videogame-music-the-case-of-silent-hill/EF35CF919DA32490F7B43E297DBA040F | adaptive music; radio; horror; Silent Hill; film music; silence; musical function; static | |
Wharton, Alexander; Collins, Karen | Game Studies - Subjective Measures of the Influence of Music Customization on the Video Game Play Experience: A Pilot Study | Game Studies, 11 | 2011 | AP | http://www.gamestudies.org/1102/articles/wharton_collins | interaction; choice; customization; empirical study; multimodality; Fallout 3: Operation Anchorage | |
Whitmore, Guy | A DirectMusic Case Study for No One Lives Forever | DirectX 9 Audio Exposed: Interactive Audio Development Edited by Fay, Todd; Selfon, Scott; Fay, Todor, Plano, Texas Wordware 387-415 | 2004 | AC | adaptive music; first-person shooter; middleware; transitions; FPS; The Operative | ||
Whitmore, Guy | A DirectMusic Case Study for Russian Squares for Windows XP Plus Pack | DirectX 9 Audio Exposed: Interactive Audio Development Edited by Fay, Todd; Selfon, Scott; Fay, Todor, Plano, Texas Wordware 369-386 | 2004 | AC | adaptive music; middleware; puzzle games | ||
Wierzbicki, James | Revisiting the Ambient Sounds of Tomb Raider | Journal of Sound and Music in Games, 5 | 2024 | AP | https://doi.org/10.1525/jsmg.2024.5.1.39 | ambient music; ambient sounds; Tomb Raider; Tomb Raider II | |
Wilde, Martin D. | Audio Programming for Interactive Games: The Computer Music of Games | Burlington, MA Focal Press | 2004 | BM | sound engine; music programming | ||
Wilhelmsson, Ulf; Wallén, Jacob | A Combined Model for the Structuring of Computer Game Audio | Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 98-132 | 2011 | AC | https://www-igi-global-com.proxy.library.uu.nl/chapter/combined-model-structuring-computer-game/46789 | structure; production; Legend of Zelda; affordance; audio building; embodied' cognition' functionality; encoded; F.E.A.R.; film sound; frequency range; game design document; Gibson; Huiberts; IEZA-framework; layering; loudness; Murch; tollset; van Tol; Warcraft III | |
Williams, Duncan | Affectively-Driven Algorithmic Composition (AAC) | Emotion in Video Game Soundtracking Edited by Williams, Duncan; Lee, Newton, Cham Springer International Publishing 27-38 | 2018 | AC | https://doi.org/10.1007/978-3-319-72272-6_4 | algorithmic music; generative music; Warcraft; arousal | |
Williams, Duncan | Psychophysiological Approaches to Sound and Music in Games | The Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 302-318 | 2021 | AC | https://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/psychophysiological-approaches-to-sound-and-music-in-games/1E05922381D75E866879946AA22B7835 | emotion; affect; biofeedback; biosensors; physiology; biophysiological metering; brain activity; Electroencephalogram (EEG); fMRI; galvanic skin response (GSR); mood; MRI | |
Williams, Duncan; Mears, Jamie; Kirke, Alexis; Reck Miranda, Eduardo; Malik, Asad; Weave, James; Hwang, F.; Nasuto, S. | A Perceptual and Affective Evaluation of an Affectively Driven Engine for Video Game Soundtracking | Computers in Entertainment 14 | 2016 | AM | dynamic music; immersion; algorithmic composition; World of Warcraft; procedural music; emotional congruence | ||
Winters, Ben | Idolizing the Synchronized Score: Studying Indiana Jones Hypertexts | Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, New York Routledge 531-542 | 2017 | AC | https://www.routledge.com/The-Routledge-Companion-to-Screen-Music-and-Sound/Mera-Sadoff-Winters/p/book/9781138855342 | transmediality; film music; John Williams; Lego Indiana Jones | |
Wissner, Reba | You Unlock This Game with the Key of Imagination: The Twilight Zone: The Game (2014), Musical Parody and the Sound of Nostalgia | Nostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 144-162 | 2022 | AC | adaptation; Alien: Isolation; franchise; intertextuality; Medievil; Murder: She Wrote; television; transmediality; TV | ||
Wood, Simon | High Scores: Making Sense of Music and Video Games | Sound and Music in Film and Visual Media: A Critical Overview Edited by Harper, Graeme, The Continuum International Publishing Group Inc 129-148 | 2009 | AC | https://www.bloomsburycollections.com/book/sound-and-music-in-film-and-visual-media-a-critical-overview | narrative; adaptive music; film music; states; Tom Clancy's Splinter Cell | |
Woodward Clinton, J; Bartel, Anthony; Pierce, Charlotte | MeWare for Sale: Developer’s Approaches to Serious Mobile Music Games | DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere | 2020 | AS | http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_100.pdf | educational games; music education; serious games | |
Wooller, Rene; Brown, Andrew; Miranda, Eduardo; Diederich, Joachim | A Framework for Comparison of Process in Algorithmic Music Systems | Generative Arts Practice Edited by Brown, P.; Edmonds, E.; Burraston, D., Australia Creativity & Cognition Studio Press 109-124 | 2005 | AC | https://eprints.qut.edu.au/6544/ | algorithmic music; composition; generative music; dynamic music; middleware; software design | |
Worth, Michael | Review of The Game Music Handbook: A Practical Guide to Crafting an Unforgettable Musical Soundscape by Noah Kellman (New York: Oxford University Press, 2020, 312 pp, $35.00) | Journal of Sound and Music in Games, 2 62-65 | 2021 | AP | https://doi.org/10.1525/jsmg.2021.2.3.62 | implementation; scoring; textbook; practice | |
Yadaei, Afsaneh; Azadehfar, Mohammad Reza; Alizadehashrafi, Behnam | Creation of Melodic and Rhythmic Patterns Based on Cultural Heritage: Sonification of Azerbaijani Dance Movements | Journal of Sound and Music in Games, 3 1-27 | 2022 | AP | https://doi.org/10.1525/jsmg.2022.3.2-3.1 | choreography; preservation; Azerbaijani dance; heritage; intangible cultural heritage; motion capture | |
Yamada, Masashi; Fujisawa, Nozomu; Komori, Shigenobu | The Effect of Music on the Performance and Impression in a Video Racing Game | Journal of Music Perception and Cognition, 7 65-76 | 2001 | AP | psychology; empirical psychology; racing games; experimental psychology; semantic diffrential method | ||
Yee, Thomas B. | Battle Hymn of the God-Slayers: Troping Rock and Sacred Music Topics in Xenoblade Chronicles | Journal of Sound and Music in Games, 1 43497 | 2020 | AP | https://online.ucpress.edu/jsmg/article/1/1/2/2331/Battle-Hymn-of-the-God-SlayersTroping-Rock-and | semiotics; musical topics; post-war Japanese history; religion in video games; topical troping; Xenoblade Chronicles | |
Yee, Thomas B. | Feminine Themings: The Construction of Muscial Gendering in the Final Fantasy Franchise | The Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 261-290 | 2022 | AC | topics; gender; gender theory; leitmotif; semiotics; themes; Final Fantasy | ||
Yee, Thomas B. | Narrating Near-Death Experience: Chopin’s “Revolutionary Étude” as an interpretive key in Eternal Sonata | Chinese Semiotic Studies, 14 329-346 | 2018 | AP | https://www.degruyter.com/document/doi/10.1515/css-2018-0020/html | ludomusicology; intertextuality; video game music; hermeneutics; musical narrative; musical semiotics; virtual agency; Eternal Sonata | |
Youngdahl, Erik | Play Us a Song: The Structure and Aesthetics of Music in Video Games | Middletown, Connecticut Wesleyan University | 2010 | D, Undergraduate | https://digitalcollections.wesleyan.edu/object/ir-1298 | Rock Band; dynamic music; immersion; aesthetics; Legend of Zelda; experience; PaRappa the Rapper | |
Zakrzewski, Antoine | Étude de la fatigue auditive et de l’écologie sonore des œuvres interactives | Paris CNAM ENJMIN / École des Gobelins | 2022 | D, Master's Thesis | https://antoinezak.github.io/these.html | auditory fatigue; acoustic ecology; sonic environments; sound design; silence | |
Zdanowicz, Gina; Bambrick, Spencer | The Game Audio Strategy Guide: A Practical Course | New York Routledge | 2019 | BM | education; adaptive music; dynamic music; implementation; composing | ||
Zehnder, Sean M.; Lipscomb, Scott D. | The Role of Music in Video Games | Playing video games: Motives, responses, and consequences Edited by Vorderer, P; Bryant, J, Mahwah, NJ, US Lawrence Erlbaum Associates Publishers 241-258 | 2006 | AC | psychology; perception; genre; applied aesthetics; communication; empirical surveys; musical options | ||
Zeilinger, Martin | Chipmusic, Out of Tune: Crystal Castles and the Misappropriation of Creative Commons–Licensed Music | Dynamic Fair Dealing. Edited by Coombe, Rosemary; Wershler, Darren; Zeilinger, Martin, University of Toronto Press 305-316 | 2018 | AC | https://www.degruyter.com/document/doi/10.3138/9781442665613-025/pdf | chiptune; 8-bit; artists; copyright; Creative Commons; Intellectual Property; legal; piracy | |
Zeilinger, Martin J. | Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy | IASPM Journal, 3 19-34 | 2013 | AP | https://iaspmjournal.net/index.php/IASPM_Journal/article/view/599 | Creative Commons; Intellectual Property; Chipmusic; Demoscene; Moral Economy | |
Zénouda, Hervé | Nouvelles organologies du sonore : les audio-games | Interfaces numériques, 1 521 | 2012 | AP | https://archivesic.ccsd.cnrs.fr/sic_01759548 | interfaces; audio games; audiovisual; playability; synaesthesia | |
Zhang, Jiulin; Fu, Xiaqing | The Influence of Background Music of Video Games on Immersion | Psychology & Psychotherapy, 5 | 2015 | AP | https://www.longdom.org/open-access/the-influence-of-background-music-of-video-games-on-immersion-12114.html | immersion; background music; King of Fighters; questionnaire | |
Zhang, Jiulin; Gao, Xuemei | Background music matters: Why video games lead to increased aggressive behavior? | Entertainment Computing, 5(2) 91-100 | 2014 | AP | https://www.sciencedirect.com/science/article/pii/S1875952114000044 | aggression; background music; excitement; physical excitement; pleasure | |
Zlobin, Denis | Intrinsically Unpleasant Sounds and Player Experience | The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press | 2024 | AC | https://doi.org/10.1093/oxfordhb/9780197556160.013.53 | synergy; player experience; unpleasant sound; design framework; acoustic qualities | |
アンドリュー・シャルトマ, ン; Schartmann, Andrew | 「スーパーマリオブラザーズ」の音楽革命 近藤浩治の音楽的冒険の技法と背景 | DU BOOKS | 2023 | BM | |||
岩崎, 祐之助 | ゲーム音楽史 スーパーマリオとドラクエを始点とするゲーム・ミュージックの歴史 | Tōkyō リットーミュージック | 2014 | BM | |||
平沢, 栄司 | 名作の技から学ぶ ゲームミュージック作曲テクニック | グラフィック社 | 2020 | BM | |||
治久, , 田中 "hally" | All About Chiptune: New Music Born from Game Consoles | Tōkyō 誠文堂新光社 | 2017 | BM | |||
治久, 田中 "hally"; DJフクタケ; 糸田, 屯; 井上, 尚昭 | ゲーム音楽ディスクガイド──Diggin' In The Discs | 東京 Pヴァイン | 2019 | BM | |||
治久, 田中 "hally"; DJフクタケ; 糸田, 屯; 井上, 尚昭; 市村, 圭; 魚屋, スイソ | ゲーム音楽ディスクガイド2──Diggin' Beyond The Discs | Pヴァイン | 2020 | BM | |||
治久, 田中 “hally”; 糸田, 屯 | ゲーム音楽家インタヴュー集──プロのベテラン18人が語るそれぞれのルーツ | Pヴァイン | 2023 | BM | interviews; practitioners; composers | ||